New CRT shader from Guest + CRT Guest Advanced updates

New Release Version (2023-07-29-r1):

Notable changes:

  • Deconvergence tweaks and improvements.
  • Masks in scanlines are more nicely cleared with this option selected.
  • Small mask parameter section reordering.
  • Mask shift/stagger option now works differently and is renamed. Now it always tries to produce the shadowmask effect. Compatibility with older shadowmask presets should work fine.
  • NTSC 3-phase filter tweaks.
  • NTSC horizontal filtering tuned.
  • NTSC menu improvements. Preset mode removed. Compatibility with older custom (-1.0) presets should be maintained.
  • NTSC Sharpness looks a bit softer, more natural now.
  • NTSC new phase mode (Mixed) added.

Edit: small menu bug fixed

Download link:

https://mega.nz/file/Y1J0DbDQ#QBisx7BSpX0ee4ncoC3ahFihvRrmTStzpiLh-vcgkrM

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You’ve been busy! :partying_face: I’m excited to try this out :star_struck:

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“* Masks in scanlines are more nicely cleared with this option selected.”

Do you mean clearing those dots in between the scanlines when they are fat? l’ve been working on that too!

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I’ve heard that this shader can look good even when using non-integer. What option would I pick for that? SNES games in 4:3 don’t fill the screen on my 4K monitor.

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There is no option for RF (2.0).

When Merge Fields Auto (-1.00) is changed, it cannot be returned.

Thanks for yet another awesome update!

:heart_eyes:

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Hey! Yeah, i had some successful takes on the code and stuff. :grin: Many times the old code is still better lol.

It’s hard to miss when something look as artificial, true. :grinning:

You can try overscan from the Screen Option menu. Otherwise any set of balanced settings should look just very nice on a 4k screen, much without integer scaling. If you look for some inspiration then you can look at @sonkun’s , @Cyber’s, @Zombeaver’s presets etc…

Yeah, this parameter line is just informative, for RF you must set Artifacting and Fringing to 2.0. This is a major change how to setup the NTSC shaders, everything should apply directly now.

Yeah, this was a bug indeed. I already uploaded a fixed version. Thanks.

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Always happy to try out a new Guest shader update.

One question: the new Shadow Mask parameter doesn’t seem to work with masks 0 and 5. The old mask shift/stagger parameter would turn them into extremely low dot pitch shadow masks.

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Fantastic!!! You always surprise me😁

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Yeah, 2.0 width masks didn’t transform (and mask 4 converts back to aperture :grin:)…thanks for the bugfind anyway. Will probably post a fixed version in a couple of hours.

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New Release Version (2023-07-30-r1):

Notable changes:

  • 2-width masks now shift to a shadowmask layout.
  • Small NTSC code tweak.
  • “Keep Mask effect with clipping” functionality removed. A derelict feature from early days.
  • Finer bloom and glow passes parameter steps.
  • A new “Bloom Substract” mode for finer tuning of bloom and halation effects.

Download link:

https://mega.nz/file/Uw5ynbgK#e_pkI9zW2Sdhk1d0P65NKX8H4uovgjNgTh21qK3HLfA

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Now I realize I can’t find scanline colour deconvergence… I liked that setting, how can I achieve the same result without it? :thinking:

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You can use proper Y deconvergence. Start with offseting red by 1.0 and blue by -1.0, this should do the trick.

Another combo is Y red 1.0, Y blue 1.0 and Y green -1.0.

To change the deconvergence direction, just use the opposite values, like -1.0 instead of 1.0 with the combos i mentioned above.

Use deconvergence strength or greater offsets to boost the effect.

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Ok, thanks. I’ll give it a try.

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Once again I’m posting away from my computer when screenshots are called for.

After giving the update a whirl I’ve have to say @guest.r you’ve outdone yourself. I was able to take that mask 11 aperture setup and convert it into a fine mask 6 slotmask without even touching the brightness settings. Changing the mask used to mean recalibrating nearly everything. Now it looks like I could just use my current setup a base template for everything else… but that would be boring.

If mask scale was the best thing for gamut preservation since mask 13 then this is the best thing since the moment I went nuts over the matter.

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@guest.r, in color temperature, what is the percentage for D65 ± ?

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It’s 0.0%. -100.0% is D95, 100.0% is D55.

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I’m working on something new (will probably be implemented as ‘negative’ halation). New 'looks will be possible…

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When you’re finished can you show or explain the difference between this and the current ‘negative’ halation implementation please? Just wondering what the visual impact is going to be on existing presets which use negative values for halation.

For example, some of my presets use about -0.03 Halation (IIRC). Am I going to notice a difference for example halos that extend beyond the outer Mask edges or differences in Mask Gamma or Saturation or Sharpness/focus as a result?

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Yeah, it’s a brand new implementation, but you can easily use ‘positive’ halation with some Bloom substract. Same thing, if you don’t go to much higher values.

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