Yes and no, i was talking more about the referential subpixel layout to know which is rgb and which is bgr
Check you display specs at RTINGS or similar. Otherwise you canât find it out with normal screenshots, they will, when enlarged, show the shader options layout. But you can take a photo of your display.
CRT Guest Advanced is the best CRT shader for me, Thank you for keep on improve it
I hope ReShade port of it keep it with the updates too
@guest.r Maybe you already know and aware of this bug, but I want to mention that on 128-bit settings, masks look a bit off, spetially in the blue triad. Also it doesnât look aligned. @Cyber suggested to mention this here. This is with mega bezel and I leave a screenshot Check the blue stripes of sonic, there is where I see they look like an âSâ shape instead of straight blue beamâŚ
Whic core are you using?
This is flycast, Dreamcast emulator. Itâs on itâs default resolution. I use it on mega Bezel with downrez GDV viewport X and Y 240p setting.
I guess now itâs a known issue now. I noticed it couple of months ago, also did some mentioning.
With me some presets also stop to function properly when i quit flycast and open another core, which worked fine previously.
A Retroarch âresetâ resolves the issue.
So itâs rather a flycast / RA situation. You can guess that if i âfixâ the issue for current flycast that other cores, which now work normally, would have similar issues.
Maybe someone can report it in the flycast git repoâŚ
Also to mention, that I use fake scanlines with it, because at my point of view It gives more realistic scanlines to the shader, and also looks misaligned.
I havenât tried with PS2 yet. I will make some testing tonight and see if itâs only with Flycast core.
So the problem is the misalignment of the horizontal slot mask bar this is somehow related to the core?
Works properly with other cores. Previous versions of flycast didnât produce the issue, noticed it a couple of months ago.
If you load a flycast game and then, for example, 240pSuite, you get something like this:
After restarting RA it gets normal again:
Seems to be more or less specific to GDV presets, reminds me somewhat on small black squares with mipmapping issuesâŚ
To restart retroarch, do I have to erase retroarch.cfg?
This would hurt a bit i guess. Closing RA and running it again was meant.
I did close and open it that after saving the preset, and still looks like that. I will try tonight to erase Retroarch.cfg and any cfg in flycast emulator and start again, if it persists, I will use STD instead of GDV and see what happensâŚ
Flycast is always like this. But when other cores are used after flycast game then it also bugs some masks and a restart is needed.
Ok I restarted Retroarch erasing retroarch.cfg, also all cfg in flycast folder. I realised that the problem persists but in vulkan, if I use GLcore the shader looks ok, but the textures has bugs. So I donât know whatâs up with vulkan. With directx12 doesnât workâŚ
Look at Sonicâs face and his left foot, has texture corruption, I wish on vulkan didnât have the shader issue, on vulkan doesnât have texture corruption
have you tried deleting files that have to do with the emu here?: \RetroArch\config\
Yes, I erased all the inside Flycast folder thatâs inside the path you mention.
Iâm trying to replicate this issue, see if itâs also on my end, but the Drez doesnât look like yours. Tried the GDV Mini at 4k with different core resolutions but still.
800x600 640x480 320x240The Preset is from the Bezel shaders > Drez > Smooth ADV NTSC GDV 240p
I use MBZ_1_ADV_GDV-NTSC_DREZ_X-VIEWPORT_Y-240P INSIDE Base_CRT_Presets_DREZ folder