This is how mine looks using your selected shader preset at 1x core scale, don’t know how helpful this is.
It does look so beautiful. It’s odd that when I use Drez from the Bezel folder it’s smoother than it’s showing with your Sonic screenshot, but when I use Drez from the Cyberlab community folder it has close to the same pixel patterns.
Maybe because what I see in your screenshots is that you use aperture grille setting, while I use slotmask, also are you using default settings?
I am, yeah. I almost never change anything in the shaders parameter, I didn’t know what setting I needed to change now that I know yours were different cause I wanted to replicate the issues you were having.
Not sure if this is the correct place to post this, but I’m trying to figure out how to remove the color banding in Super Metroid’s title screen by using this filter. I’ve (mostly) eliminated the lower part, but I’m unable to figure out how to fix the upper part.
You can use the sharpsmoother shader in the blurs directory. Best to replace one of the stock passes with it.
You can also configure the shader to dissolve different situations, it hasn’t too many parameters.
can I use this shader in my vga monitor? it have a maximum screen resolution of 1280x1024 (5:4) and 1280x960 (4:3)
Sure, it should look decent enough. Don’t know how some masks are gonna turn out, but you can still use mask type -1.0 to disable them. When using interlaced or no-scanline modes there really isn’t a resolution ‘minumum’ although i would say at least 800px vertical resolution is needed for mild scanlines and a typical low resolution game.
Unfortunately, the wide blurring is precisely what makes the blending and transparency work. But I agree that the picture looked sharper on real CRTs.
We’ve had a few discussions about that topic in this thread in the past, but recently I’ve been thinking that those CRTs probably had a bit of sharpening on them to offset the NTSC blurriness (I believe it was even user configurable on many TV sets). I remember seeing a screenshot of a CRT here a while back where sharpening artifacts were visible.
I suggest you play with the Adaptive NTSC Sharpness feature that Guest added to the shader. To enable it you need to set negative values on the NTSC Sharpness
parameter.
Additionally, you can try increasing other sharpening parameters to try and improve the picture, while keeping blending intact.
It’s been a long time since I’ve checked Blargg’s NTSC filter, and my memory might be a bit fuzzy, but I believe it was using some kind of sharpening, as I remember seeing a bit of ringing. Can anyone confirm?
I already use quite a bit of sharpening in my Genesis presets including negative adaptive sharpening.
What I’m referring to isn’t really general blurriness, it’s colours bleeding too much and not being able to have granular control over the bleeding when using blend mode 1 as opposed to 0.
What happens is the bleeding negatively affects black levels and also negatively affects things like shadows on coloured objects. the colours even smear outside the lines a lot. This is different from blurring, which is when the image appears softer and out of focus.
Sharpness controls seem to have no effect on this excessive bleeding which can be seen at default NTSC Resolution Scale values.
Increasing the NTSC Resolution Scale decreases the bleeding but also destroys the blending and transparency effects in the process.
I’ve been able to achieve near perfect blending and transparency using the Blargg NTSC filters while maintaining a very sharp picture without any of the colour bleeding affecting black levels and smearing outside of the lines.
Unfortunately it is only the SNES filter that I’m able to customize and I haven’t been able to get any type of rainbow effects using that one.
I’m cool with my setup though and have already discussed this with @guest.r So for me it may not always be the ideal Genesis shader when using Blend Mode 1 but it works really well for most if not all other consoles and scenarios where I use different combinations of Blend Mode 0 or 1, Merge Fields, 3 Phase NTSC or higher NTSC Resolution Scale, all of which seem to affect the bleeding and black levels as well.
I can mitigate chroma scaling / bleeding up to like 2.25x of it’s width, will be probably released in next version.
Edit: As a parameter option ofc…
Yeah, I understand what you mean. I also can’t control the level of color bleeding on 2 phase consoles satisfactorily.
But I’ve enabled GenesisPlusGX’s Blaarg NTSC filter and I can clearly see horizontal sharpening artifacts, specially on the background squares behind Sonic.
I believe any attempt at trying to control color bleeding will need to rely on some kind of horizontal sharpening.
New Release Version (2023-05-02-r1):
Notable changes:
- maximum sharpness parameter added to the HD and ntsc version (affects filtering).
- chroma resolution scaling option added to the base ntsc shaders
- chroma bleeding range may be mitigated up to 2.25 times, may also get wider
- with current implementation greater range mitigation would produce chromatic artifacts
Download link:
https://mega.nz/file/044ChLgR#_6P2T1DEd0LZDxi-sjjrTKyRPj65vDnPuab4CsT4qnI
Today’s a very good day thank you
It sounds like you haven’t heard of CyberLab Custom Blargg NTSC Video Filter Presets. This can be used in conjunction with CRT-Guest-Advanced-NTSC as well as Non-NTSC CRT-Guest-Advanced shaders to provide dedithering, blending and transparency without adding excessive blur, nor colour bleeding, nor sharpening artifacts to any existing preset.
The only thing you don’t get with those filter presets is the rainbow banding, which is not necessarily a bad thing, especially since not all Sega Genesis consoles had this infamous “feature”.
You can take them for a spin as an alternative (and a step up in my opinion) to the built-in Genesis Plus GX Blargg NTSC Video Filter presets.
I recommended the newest and relatively sharp “Blargg_Genesis_S-Video_NTSC_CyberLab_Special_Edition_II” filter preset.
This is why it didn’t seem as urgent to me for @Guest.r to overhaul his Shader to add that feature but I’m grateful still and will definitely will be exploring the possibilities for improvement in the same areas which we have spoken about above.
Thanks again @guest.r.
Would these additional controls and changes affect the default behaviour/appearance of existing CRT-Guest-Advanced-NTSC presets?
Not really, maximum sharpness changed a notch from the default look and that’s it.
Man I knew when I’d finally come back to the forum I would see a new update from you lol. Guess that’s how it is when you’re not around for a bit.
Just from a quick skim it seems like your new update probably won’t have any major effect on my preset pack that I’m about to upload. Just to be safe I’ll still be linking your previous pack in my next update until I try out this current one. Looks like some juicy new features got added.
Hello, guest.r
There are various masks in this shader, and everyone is getting a lot of help in getting the image they want by using them. And I have pure curiosity about the mask you made.
5.0: a dense magenta green mask (trinitron mask controls)
6.0: RGB mask (trinitron mask controls)
7.0: BW mask (trinitron mask controls)
8.0: BWW mask (trinitron mask controls)
9.0: magenta-green-black mask (trinitron mask controls)
10.0: RGBX mask (trinitron mask controls)
So, 5~10 seem to be the mask method used in Sony Trinitron.
Did it come from Sony’s various TVs that actually existed? (e.g. some from consumer tv models, some from professional monitors)
Or is this a consideration so that the person using the actual shader can get the best result according to the panel type or RGB arrangement of the monitor they are using?
I think I can use this mask better when I understand the creator’s intention.