New CRT shader from Guest + CRT Guest Advanced updates

Hi Professor Braun, did you use Guest Advance or Guest Advance HD for these settings?

1 Like

crt-guest-advanced-ntsc.slangp for preset with NTSC settings and the two others crt-guest-advanced.slangp

4 Likes

Hey @guest.r do you think it’s possible to merge crt guest shader with kokoko3k 's reflective bezel?

Koko-aio is really cool and runs on low end hardware unlike mega bezels, but your shader features are far superior in my opinion.

crt-guest-koko-aio edition would be just perfect.

2 Likes
2 Likes

interesting… need the nightly of retroarch… important to say :slight_smile:

i tried with scalefx … it’s interesting about the result… but i think it’s less accurate to the original pixel drawing to compare with xbr2 :slight_smile: but it’s really nice also… dilemma ? :stuck_out_tongue_winking_eye: It seems SCALEFX + GUEST ADVANCED is faster than GUEST ADVANCED + XBR2 SCALE4

ORIGINAL

SCALEFX + GUEST ADVANCED ( NOT HD)

GUEST ADVANCED (NOT HD) + XBR2 SCALE4

People what do you think ?

4 Likes

Masks 2-3-4

shaders = "18"
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textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4"
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4 Likes

The guest-advanced-fast shader is indeed faster compared with the regular version, but it might still stall the potato grade HW if new features would be added. The ‘merging’ itself is not this simple as it sounds and would require a lot of dedicated work. Fortunatelly @kokoko3k’s shaders look very nice and are optimized for speed, with future development opened.

5 Likes

Hi ckf92, I’ll tell you what my opinion is, but here it’s also a matter of aesthetic taste. I use the HSM Potato GDV Super XBR presets and (when I see that I have performance issues) the preset. What I like about these presets, besides the interpolation of the two-dimensional part, is that the image has sharp and well defined edges. Which I can’t recreate by putting Super XBR or Scale FX and adding the Guest Advance CRT shader and the Guest Advance HD CRT shader with the RetroArch nightly build options. Having said that, if I had managed to replicate the effect I was telling you about, I would have opted for the Scale FX because it is more effective in all situations, the super XBR, even if it is lighter for me, does not always do its job (Marvel Vs Capcom 2) , but I find it lighter and somehow preserves the original image a bit, it doesn’t change it too much let’s say.

1 Like

If you want to try it, you can download the latest from my mega bezel repo (it’s not in a release yet).

It has some slightly different default settings on scalefx which make corners more square, and the scalefx parameters are exposed if you want to tweak them.

If you want to discuss the Mega Bezel further it might be best to move to the Mega Bezel thread so we don’t clog up Guest’s thread.

2 Likes

Hi HyperspaceMadness, forgive me but I didn’t understand: do you mean a ScaleFX+GDV preset? If my PC supported HSM ADV Smooth I’d be in gaming heaven. Unfortunately I have to turn to Potato with the configurations I said. I went into the repo but found your latest version which I already have. Thanks for your help

1 Like

Your have to download the repo, it’s not in the releases, the version hasn’t been updated because it’s still alpha and not released.

The scalefx presets are the SMOOTH-ADV presets. The screen only one might run a bit faster than the main one, but still might not be fast enough for you.

2 Likes

This is what I would like (taken from the HSM ADV GDV Screen Only - unfortunately here the PC struggles)

This is what I get by putting Scale FX and adding GDV Advance (Same with GDV HD)

How can I do to get the same visual results of the first example ???

4 Likes

I underestimated the ntsc color saturation, thought it would affect glow and bloom, but it doesn’t ! It’s a nice feature.

ntsc color saturation 2.00

1.50

1.00

shaders = "18"
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slotwidth = "6.000000"
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gamma_out = "2.200000"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4"
SamplerLUT1 = "shaders_slang/crt/shaders/guest/advanced/lut/trinitron-lut.png"
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SamplerLUT4_linear = "true"
SamplerLUT4_wrap_mode = "clamp_to_border"
SamplerLUT4_mipmap = "false"
3 Likes

i would like to try this one :

and is it possible to have the same result but flat with no bezel?

thx in advance

1 Like

Just for info, this is the result of

crt guest advance + xbr2 scale 4 (1080p)

and the result with scalefx + crt guest advance

not bad at all :slight_smile:

4 Likes

Absolutely, it’s not bad indeed, but I wanted to understand how to get an effect as close as possible to those images using only Scale FX + GDV HD, I think it’s possible but I need help. Anyway the images posted by me refer to “HSM SMOOTH ADV GDV Screen Only” which you find in the folder Bezel/Mega_Bezel/Presets

2 Likes

maybe it’s the same result if you add the curvature and yuse the scaler for same screen size :wink:

use the night built, load scaleFX , append gdv HD… and check :wink: imo gdv HD is less accurate… teh the basci one, but you can smooth the result wwith internal resolution :slight_smile:

1 Like

I’ve already done these steps, as soon as I can I’ll try to smooth the scanlines and use the slotmask, I’ve already had good results with other variants with these configurations. Then what comes out I will share it with you. The point that things being equal (ScaleFX + GDV) on the HSM Mega Bezel comes out in a different way (and we’re only talking about the screen image, excluding the rest and not taking into account the curvature which I don’t care) These are the settings of my slotmask at 1080p:

These are the results on my smartphone, on the PC screen they are even better, all with Guest HD

2 Likes

I did my best to maximize brightness while trying to get a good grayscale for the 240p test suite.

Gamma 2.40

shaders = "18"
shader0 = "../shaders/shaders_slang/crt/shaders/guest/advanced/stock.slang"
filter_linear0 = "false"
wrap_mode0 = "clamp_to_border"
mipmap_input0 = "false"
alias0 = ""
float_framebuffer0 = "false"
srgb_framebuffer0 = "false"
scale_type_x0 = "source"
scale_x0 = "1.000000"
scale_type_y0 = "source"
scale_y0 = "1.000000"
shader1 = "../shaders/shaders_slang/crt/shaders/guest/advanced/stock.slang"
filter_linear1 = "false"
wrap_mode1 = "clamp_to_border"
mipmap_input1 = "false"
alias1 = "StockPass"
float_framebuffer1 = "false"
srgb_framebuffer1 = "false"
scale_type_x1 = "source"
scale_x1 = "1.000000"
scale_type_y1 = "source"
scale_y1 = "1.000000"
shader2 = "../shaders/shaders_slang/crt/shaders/guest/advanced/afterglow0.slang"
filter_linear2 = "true"
wrap_mode2 = "clamp_to_border"
mipmap_input2 = "false"
alias2 = "AfterglowPass"
float_framebuffer2 = "false"
srgb_framebuffer2 = "false"
scale_type_x2 = "source"
scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
shader3 = "../shaders/shaders_slang/crt/shaders/guest/advanced/pre-shaders-afterglow.slang"
filter_linear3 = "true"
wrap_mode3 = "clamp_to_border"
mipmap_input3 = "false"
alias3 = "PrePass0"
float_framebuffer3 = "false"
srgb_framebuffer3 = "false"
scale_type_x3 = "source"
scale_x3 = "1.000000"
scale_type_y3 = "source"
scale_y3 = "1.000000"
shader4 = "../shaders/shaders_slang/crt/shaders/guest/advanced/ntsc/ntsc-pass1.slang"
filter_linear4 = "false"
wrap_mode4 = "clamp_to_border"
mipmap_input4 = "false"
alias4 = "NPass1"
float_framebuffer4 = "true"
srgb_framebuffer4 = "false"
scale_type_x4 = "source"
scale_x4 = "4.000000"
scale_type_y4 = "source"
scale_y4 = "1.000000"
shader5 = "../shaders/shaders_slang/crt/shaders/guest/advanced/ntsc/ntsc-pass2.slang"
filter_linear5 = "true"
wrap_mode5 = "clamp_to_border"
mipmap_input5 = "false"
alias5 = ""
float_framebuffer5 = "true"
srgb_framebuffer5 = "false"
scale_type_x5 = "source"
scale_x5 = "0.500000"
scale_type_y5 = "source"
scale_y5 = "1.000000"
shader6 = "../shaders/shaders_slang/crt/shaders/guest/advanced/ntsc/ntsc-pass3.slang"
filter_linear6 = "true"
wrap_mode6 = "clamp_to_border"
mipmap_input6 = "false"
alias6 = ""
float_framebuffer6 = "false"
srgb_framebuffer6 = "false"
scale_type_x6 = "source"
scale_x6 = "1.000000"
scale_type_y6 = "source"
scale_y6 = "1.000000"
shader7 = "../shaders/shaders_slang/crt/shaders/guest/advanced/custom-fast-sharpen.slang"
filter_linear7 = "true"
wrap_mode7 = "clamp_to_border"
mipmap_input7 = "false"
alias7 = "NtscPass"
float_framebuffer7 = "false"
srgb_framebuffer7 = "false"
scale_type_x7 = "source"
scale_x7 = "1.000000"
scale_type_y7 = "source"
scale_y7 = "1.000000"
shader8 = "../shaders/shaders_slang/crt/shaders/guest/advanced/stock.slang"
filter_linear8 = "true"
wrap_mode8 = "clamp_to_border"
mipmap_input8 = "true"
alias8 = "PrePass"
float_framebuffer8 = "false"
srgb_framebuffer8 = "false"
scale_type_x8 = "source"
scale_x8 = "1.000000"
scale_type_y8 = "source"
scale_y8 = "1.000000"
shader9 = "../shaders/shaders_slang/crt/shaders/guest/advanced/avg-lum-ntsc.slang"
filter_linear9 = "true"
wrap_mode9 = "clamp_to_border"
mipmap_input9 = "true"
alias9 = "AvgLumPass"
float_framebuffer9 = "false"
srgb_framebuffer9 = "false"
scale_type_x9 = "source"
scale_x9 = "1.000000"
scale_type_y9 = "source"
scale_y9 = "1.000000"
shader10 = "../shaders/shaders_slang/crt/shaders/guest/advanced/linearize-ntsc.slang"
filter_linear10 = "true"
wrap_mode10 = "clamp_to_border"
mipmap_input10 = "false"
alias10 = "LinearizePass"
float_framebuffer10 = "true"
srgb_framebuffer10 = "false"
scale_type_x10 = "source"
scale_x10 = "1.000000"
scale_type_y10 = "source"
scale_y10 = "1.000000"
shader11 = "../shaders/shaders_slang/crt/shaders/guest/advanced/crt-guest-advanced-ntsc-pass1.slang"
filter_linear11 = "true"
wrap_mode11 = "clamp_to_border"
mipmap_input11 = "false"
alias11 = "Pass1"
float_framebuffer11 = "true"
srgb_framebuffer11 = "false"
scale_type_x11 = "viewport"
scale_x11 = "1.000000"
scale_type_y11 = "source"
scale_y11 = "1.000000"
shader12 = "../shaders/shaders_slang/crt/shaders/guest/advanced/gaussian_horizontal.slang"
filter_linear12 = "true"
wrap_mode12 = "clamp_to_border"
mipmap_input12 = "false"
alias12 = ""
float_framebuffer12 = "true"
srgb_framebuffer12 = "false"
scale_type_x12 = "absolute"
scale_x12 = "800"
scale_type_y12 = "source"
scale_y12 = "1.000000"
shader13 = "../shaders/shaders_slang/crt/shaders/guest/advanced/gaussian_vertical.slang"
filter_linear13 = "true"
wrap_mode13 = "clamp_to_border"
mipmap_input13 = "false"
alias13 = "GlowPass"
float_framebuffer13 = "true"
srgb_framebuffer13 = "false"
scale_type_x13 = "absolute"
scale_x13 = "800"
scale_type_y13 = "absolute"
scale_y13 = "600"
shader14 = "../shaders/shaders_slang/crt/shaders/guest/advanced/bloom_horizontal.slang"
filter_linear14 = "true"
wrap_mode14 = "clamp_to_border"
mipmap_input14 = "false"
alias14 = ""
float_framebuffer14 = "true"
srgb_framebuffer14 = "false"
scale_type_x14 = "absolute"
scale_x14 = "800"
scale_type_y14 = "absolute"
scale_y14 = "600"
shader15 = "../shaders/shaders_slang/crt/shaders/guest/advanced/bloom_vertical.slang"
filter_linear15 = "true"
wrap_mode15 = "clamp_to_border"
mipmap_input15 = "false"
alias15 = "BloomPass"
float_framebuffer15 = "true"
srgb_framebuffer15 = "false"
scale_type_x15 = "absolute"
scale_x15 = "800"
scale_type_y15 = "absolute"
scale_y15 = "600"
shader16 = "../shaders/shaders_slang/crt/shaders/guest/advanced/crt-guest-advanced-ntsc-pass2.slang"
filter_linear16 = "true"
wrap_mode16 = "clamp_to_border"
mipmap_input16 = "false"
alias16 = ""
float_framebuffer16 = "true"
srgb_framebuffer16 = "false"
scale_type_x16 = "viewport"
scale_x16 = "1.000000"
scale_type_y16 = "viewport"
scale_y16 = "1.000000"
shader17 = "../shaders/shaders_slang/crt/shaders/guest/advanced/deconvergence-ntsc.slang"
filter_linear17 = "true"
wrap_mode17 = "clamp_to_border"
mipmap_input17 = "false"
alias17 = ""
float_framebuffer17 = "false"
srgb_framebuffer17 = "false"
scale_type_x17 = "viewport"
scale_x17 = "1.000000"
scale_type_y17 = "viewport"
scale_y17 = "1.000000"
quality = "-1.000000"
ntsc_fields = "1.000000"
ntsc_phase = "3.000000"
ntsc_scale = "2.500000"
ntsc_ring = "1.000000"
ntsc_sharp = "10.000000"
ntsc_shape = "0.000000"
blendMode = "0.000000"
CCONTR = "0.000000"
CDETAILS = "0.000000"
GAMMA_INPUT = "1.900000"
interm = "0.000000"
HSHARPNESS = "1.000000"
SIGMA_HOR = "1.000000"
S_SHARP = "0.000000"
HSHARP = "0.000000"
HARNG = "0.000000"
SIZEHB = "0.000000"
SIGMA_HB = "0.040000"
SIZEVB = "1.000000"
SIGMA_VB = "0.040000"
glow = "-0.080000"
bloom = "0.980000"
brightboost = "1.000000"
brightboost1 = "1.000000"
gsl = "1.000000"
scanline1 = "20.000000"
scanline2 = "20.000000"
beam_min = "1.000000"
beam_size = "1.000000"
scangamma = "5.000000"
bsize1 = "0.000000"
shadowMask = "11.000000"
maskstr = "1.000000"
mask_gamma = "1.000000"
slotmask = "1.000000"
slotmask1 = "1.000000"
slotwidth = "4.000000"
double_slot = "2.000000"
gamma_out = "2.200000"
deconrb = "0.750000"
deconrby = "0.750000"
decons = "3.000000"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4"
SamplerLUT1 = "../shaders/shaders_slang/crt/shaders/guest/advanced/lut/trinitron-lut.png"
SamplerLUT1_linear = "true"
SamplerLUT1_wrap_mode = "clamp_to_border"
SamplerLUT1_mipmap = "false"
SamplerLUT2 = "../shaders/shaders_slang/crt/shaders/guest/advanced/lut/inv-trinitron-lut.png"
SamplerLUT2_linear = "true"
SamplerLUT2_wrap_mode = "clamp_to_border"
SamplerLUT2_mipmap = "false"
SamplerLUT3 = "../shaders/shaders_slang/crt/shaders/guest/advanced/lut/nec-lut.png"
SamplerLUT3_linear = "true"
SamplerLUT3_wrap_mode = "clamp_to_border"
SamplerLUT3_mipmap = "false"
SamplerLUT4 = "../shaders/shaders_slang/crt/shaders/guest/advanced/lut/ntsc-lut.png"
SamplerLUT4_linear = "true"
SamplerLUT4_wrap_mode = "clamp_to_border"
SamplerLUT4_mipmap = "false"

2.

quality = "-1.000000"
ntsc_fields = "1.000000"
ntsc_phase = "2.000000"
ntsc_ring = "1.000000"
ntsc_sharp = "-10.000000"
ntsc_shape = "0.000000"
CCONTR = "0.000000"
CDETAILS = "0.000000"
GAMMA_INPUT = "1.900000"
interm = "0.000000"
HSHARPNESS = "1.000000"
SIGMA_HOR = "1.000000"
S_SHARP = "0.000000"
HSHARP = "0.000000"
HARNG = "0.000000"
SIZEHB = "0.000000"
SIGMA_HB = "0.040000"
SIZEVB = "1.000000"
SIGMA_VB = "0.040000"
glow = "-0.080000"
bloom = "0.980000"
brightboost = "1.000000"
brightboost1 = "1.000000"
gsl = "1.000000"
scanline1 = "20.000000"
scanline2 = "20.000000"
beam_min = "1.000000"
beam_size = "1.000000"
scangamma = "5.000000"
bsize1 = "0.000000"
shadowMask = "11.000000"
maskstr = "1.000000"
mask_gamma = "1.000000"
slotmask = "1.000000"
slotmask1 = "1.000000"
slotwidth = "4.000000"
double_slot = "2.000000"
gamma_out = "2.200000"
deconrb = "0.750000"
deconrby = "0.750000"
decons = "3.000000"

3.

quality = "-1.000000"
ntsc_fields = "1.000000"
ntsc_phase = "3.000000"
ntsc_scale = "2.500000"
ntsc_ring = "1.000000"
ntsc_sharp = "10.000000"
ntsc_shape = "0.000000"
blendMode = "0.000000"
CCONTR = "0.000000"
CDETAILS = "0.000000"
GAMMA_INPUT = "2.400000"
interm = "0.000000"
HSHARPNESS = "1.000000"
SIGMA_HOR = "1.000000"
S_SHARP = "0.000000"
HSHARP = "0.000000"
HARNG = "0.000000"
SIZEHB = "0.000000"
SIGMA_HB = "0.040000"
SIZEVB = "1.000000"
SIGMA_VB = "0.040000"
glow = "-0.080000"
bloom = "0.990000"
brightboost = "1.000000"
brightboost1 = "1.000000"
gsl = "1.000000"
scanline1 = "20.000000"
scanline2 = "20.000000"
beam_min = "1.000000"
beam_size = "1.000000"
scangamma = "5.000000"
bsize1 = "0.000000"
shadowMask = "13.000000"
maskstr = "1.000000"
mask_gamma = "1.000000"
slotmask = "1.000000"
slotmask1 = "1.000000"
slotwidth = "6.000000"
double_slot = "3.000000"
gamma_out = "2.200000"
deconrb = "1.500000"
deconrby = "1.500000"

4.

quality = "-1.000000"
ntsc_fields = "1.000000"
ntsc_phase = "2.000000"
ntsc_ring = "1.000000"
ntsc_sharp = "-10.000000"
ntsc_shape = "0.000000"
CCONTR = "0.000000"
CDETAILS = "0.000000"
GAMMA_INPUT = "2.400000"
interm = "0.000000"
HSHARPNESS = "1.000000"
SIGMA_HOR = "1.000000"
S_SHARP = "0.000000"
HSHARP = "0.000000"
HARNG = "0.000000"
SIZEHB = "0.000000"
SIGMA_HB = "0.040000"
SIZEVB = "1.000000"
SIGMA_VB = "0.040000"
glow = "-0.080000"
bloom = "0.990000"
brightboost = "1.000000"
brightboost1 = "1.000000"
gsl = "1.000000"
scanline1 = "20.000000"
scanline2 = "20.000000"
beam_min = "1.000000"
beam_size = "1.000000"
scangamma = "5.000000"
bsize1 = "0.000000"
shadowMask = "13.000000"
maskstr = "1.000000"
mask_gamma = "1.000000"
gamma_out = "2.200000"
deconrb = "1.500000"
deconrby = "1.500000"
4 Likes

Yes, teach us @ProfessorBraun.

2 Likes