true but in modern screens we got something similar (or worst) which is motion blur also the after glow pass will help
dont get me wrong, your design for implementing interlaced is nice, and does not blindly imitate interlaced in TV, but still it’s nice to have an option to blindly imitate interlaced in TV, Especially in some presets that has very bright 240p settings (Especially with settings that almost kill the scanlines in bright areas), and as I said interlaced mode=1 is so close to what I want but many settings wont affect in it (Especially settings in “scanline options”)
I’ve been getting some GREAT results by stacking NTSC colors + GTUv50 + guest-advanced-NTSC.
Unfortunately, it makes my GPU explode - and it’s no slouch (3090 Ti). Games run fine, but it gets the fans spinning full speed. When I try to edit parameters it drops to like 5 fps or something while in the RA menu.
Would there be any significant performance benefit gained by stripping out all the glow and bloom effects and screen options? This is something I’d attempt on my own, just wondering if it would be worth it.
You can also try using the new speedup option with ntsc shaders.
When set to 2x, it approximatelly reduces the ntsc pass 1 output resolution from like 12k to 6k, which is more than enough.
Other, imo better option, is to play with gtu’s viewport horizontal multiplier, 0.5 should be enough for speeding up gtu + ntsc shaders. Bloom + glow pass scale to 800x600 absolute resolutions, it’s not a big deal for performance.
It’s the 2nd,1953 NTSC standard .icc profile.
All colometry changes must be relative to another profile.
This one is relative to sRGB, so it’s getting best results if your moder display is tweaked close to sRGB.
I made the LUT myself, using some software, which uses .icc profiles for colometry LUT pngs.
thanks! finally PAL get some love! I did some tests since the 1st update, its even nicer with the new silent updates!
BTW, how hard to make a shader that switch between PAL and NTSC based on the game? I remember some old TVs switch based on the FPS (hz) which will fail in case of PAL-60 (black and white image since it treated as NTSC), newer one get smart and will know if that is a PAL-60
also, I feel like crt-guest-advanced-pal treats everything as it is Normal 50hz PAL, which is what I saw in Famicom/Nes and mega drive/genesis but not the PS1 or PS2 which was PAL-60 most of the time
Thaks, @Jobima for replying. Yeah, it’s being polished atm., currently i’m quite content with the pal shaders added.
Double the shader instructions, double the fun! I guess it will stay separate for performance reasons and for better clarity. Most probably a “Denial Of Service” won’t be implemented either if “wrong region content” is selected with the shader.
It’s a decent concern i guess, but the pal shaders can more or less be the same, the only thing that changes and needs to be addressed by the shaders is like a very minor drop in YUV bandwidth.
With PAL-60, by some info, you can set the phase to 1.0 or anything that works for you. The 60Hz implementation isn’t as formalized as normal PAL standards, so there were deviations. The phase timings were broken, so best you use a 1-phase setup with “static diagonal effects” for such content.
Or not…shaders can handle the 50Hz vs 60Hz speedup quite well. Generally i’m not adding a frame-skip or something, because it would break the phase flow.