New CRT shader from Guest + CRT Guest Advanced updates

Hi @guest - first of all thanks for your work - I wanted to ask you something about your Triniton masks, so the masks that go from 0 and up: If masks 0 and 5 (which are the same) have a TVL of 540 if I’m not mistaken, how much TVL should mask 8 correspond to? And why masks 5 and, especially, 6 have such strong and saturated colors? Was it a feature of the monitors of the time? My questions concern how I see the masks at 1080p without curvature, thank you very much.

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One thing that continues to irk me is the difficulty of finding “one size fits all” sharpness settings. Sharpness may have to be tailored to both (or either?) the mask TVL and the resolution of the content? Am I just driving myself nuts trying to do the impossible?

My current difficulty is with the white text in FFX causing color fringing with low TVL masks. I think the fringing may entirely be a consequence of using a low mask TVL (308) with a game that’s 640x480 - the mask simply can’t display these fonts properly. Does anyone have a CRT that can test? The only way to completely eliminate the fringing is by eliminating subtractive sharpness, or doing other things that make the rest of the image too blurry. When I use a high TVL mask (540), the fringing disappears. Is this just a low TVL thing? Does the same fringing happen IRL?

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is there a way to know which version of the guest.r shaders are present in any given up-to-date version of retroarch that’s periodically updated through RA website/online update…slang_shaders?

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It’s stated in the top post of the thread, downloads are included. I usually update to the official repository after a development cycle and when all concurrent new features are the best they can get.

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sweet. thx for the super quick response.

if you guys ever play around with other creators presets that require a specific version of your shaders, is the only way to just go creating backups of everything? or is there a more practical way to play with em back and forth?

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I’ve become accustomed to saving backups of entire Retroarch versions and shaders, lol. You get used to it.

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I fix unintended regressions asap, try to maintain compatibility with older presets, so newest release is the way to go most of the time. So to say, i have an ear for complaints, but recent versions seem quite “safe to use”.

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that sounds terrifying brother lmao. I respect it and at some point I’m going to have to go down that rabbit hole too. So much good content on this forum, would love to see as much of it as possible.

thx for the response.

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is it safe to say that if currently I am experimenting the most with the HSM Mega Bezel content I can just do my regular online update and then manually update your latest work, no problem?

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Hmm, the HSM version is hand-tailored by HyperspaceMadness, it’s not connected to the resease versions in this thread or even repository versions. But you can use newest versions without the bezel np.

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K perfect. thank you

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Thanks so much!!! I even liked it lol - I totally forgot - perfect, I’ll take a screenshot so I can keep the table handy - thanks again.

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now its way better but still kinda strong compared to what I remember, even with RFNOISE = “0.000001” still kinda strong

and I think chroma noise need to follow with these changes too

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I’m re-doing RF noise a bit, but probable it’ll be less snowy in general.

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My Sony Megatron + CRT-Guest-Advanced-NTSC Section presets now contain self-contained versions of both shaders.

They don’t include all shaders used though.

It’s definitely a good idea to backup at least your Shaders Folder periodically.

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New Release Version (2025-10-27-r1):

Notable changes:

  • pal rf noise rework
  • rf noise also added to ntsc shaders
  • ntsc and pal versions: signal desaturation (safe voltages) feature removed (we all saw how this could work, at least)
  • additional option for pal chroma filtering, more authentic
  • edit: some technical improvements

Download link:

https://mega.nz/file/4swz0KjI#IgfCuYHLnIeYiSqNo0qgH3ph0tWgB6X4REvujXJW4nM

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That’s unfortunate, I wish it stayed

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It was more or less for curiosity’s sake it was included in the first place. As i could read arround 0.85V is the upper limit, this would need chroma to be quite hot to trigger it.

Other reason is that emulators don’t have problems with this, and for same reasons blanking will also most probably not be considered with ntsc/pal shaders etc.

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It was an interesting experiment but it didn’t have as much of an impact as I expected.

We can conclude that the main things influencing composite video color are the IQ conversion / compression / transmission, etc, and the TV’s decoder.

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