It is indeed experimental and can look completely unacceptable on some pixel patterns, leading to bad evident flickering, i could even remove it, who knows.
Indeed it should be set on a per game basis, but on 60hz there’s little room left for improvement anyway.
If you’re talking about the “Use Only On Moving Areas” option for adaptive-strobe-koko, I haven’t seen any downside or artifacts. Why would you be thinking about removing it?
I’m in the process of adding it as a baseline feature of my presets, with the fullscreen option being available for those who have systems which are powerful enough or setup in such a way that they have solid enough frame pacing that they avoid the odd distracting bright frame, flickering here or there.
@PU786 I hope you would also appreciate that in these types of forums, user feedback and opinions might carry more weight than one might expect. So one could state an opinion on something that they would like changed, removed or made conditional and if the developer sees no opposition to or feedback which might express a different take on the idea then they might be more than inclined to offer a change.
So it’s important to state one’s views on matters of these sorts.
Tis why I feel comfortable making the posts I’ve been making here yes.
I really do appreciate it because this place is very chill and feedback friendly.
If it works good on 120hz (maximum, supported “temporal resolution”, (in theory, since I cannot even afford more due to gpu power)), then I’ll leave it there; question is if it is really worth it, since the simpler path should be the choice for anything from 120hz up imho.
Again, we’re hijacking this thread, sorry @guest.r
Is there a single setting to raise the brightness? I’m using mask 6, BGR mask layout, and NTSC Artifacting/Fringing set to 0 when not required for dithering. Brightness is fine when using mask 0, but it’s rather dark with mask 6. Please let me know if there are better recommended settings. (1080p OLED, crt-guest-advanced-ntsc)
PAL shaders pal pass 1 removed, since it was there only for the (hypothetical) temporal delay line effect. Now all texture bindings in remaining passes are Source based, which makes separate usage much simpler.
PAL Delay Line extra parameter option added (replaces removed temporal delay line effect).
All 6 mask layouts are included now through a new parameter: GBR, RGB, BRG | GRB, RBG, BGR.
Slot mask setup honors a simple fact that known slot mask CRT TVs used the exact RGB sequence. So the shader slot mask sequence always starts with ‘R’ regardless of mask layout sequence or shift.
Hey Guest, in a future version, will it be possible to add a reflection effect to the screen to improve the curvature simulation and the feeling of being in front of a CRT screen, like MAME does with HLSL?
Hi everyone! Does anyone have any recommendations for settings to achieve a convincing PVM look? I know I could just use CyberLab’s presets, and I actually do when possible. However, I’m currently using ShaderGlass with a few standalone emulators that don’t support RetroArch shaders, so I’m looking for settings that can get me as close as possible to a good PVM appearance, preferably with the highest TVL possible for a 55-inch 4K TV (OLED C5). Any suggestions would be greatly appreciated!
ShaderGlass supports RetroArch Shaders. There’s also the WindowCast Core which you can use to capture any window and run it through RetroArch’s shader pipeline.
Yeah, I noticed that ShaderGlass supports RetroArch shaders. Unfortunately, I haven’t been able to get satisfying HDR results with it, so I decided to stick with Guest Advanced instead.
Now I’m just trying to figure out how to configure Guest Advanced to achieve a high-TVL PVM look. With Megatron, it was so easy to just set it to something like 800–1000 TVL and it looked great.
If anyone has recommendations for Guest Advanced settings that get close to that kind of high-end PVM appearance, I’d really appreciate it.
Thanks for trying the setup. A less conservative setup could go by reducing mask strength (to provide an even more high TVL feel) or using more dense masks (like 0, 5 or 9).
It could also add more scanline saturation, combined with stronger (de)convergence.
The look could also be shifted a bit towards the BVM area.
I had to resort to web screenshots for a PVM look, there were different models and screen sizes involved, so the parameter combo looks more like a middle ground.
I hope I’m not taking too much of your time with all these questions. Since you mentioned that “the look could also be shifted a bit towards the BVM area,” I was wondering if you have any suggestions for a setup that’s specifically aimed at achieving a convincing BVM look. I’d be really interested to hear what settings you would use.
This is mostly out of curiosity, but more broadly, what do you think current CRT shaders are still missing to make them truly convincing? Are there any characteristics of real CRTs that you feel today’s shaders still don’t capture accurately?