Does GDV start clipping white at a lower level than Hyllian / does GDV have a lower maximum white?
EDIT, just read your previous comment:
Is that the entire story, though?
Does GDV start clipping white at a lower level than Hyllian / does GDV have a lower maximum white?
EDIT, just read your previous comment:
Is that the entire story, though?
Masks also get preserved, but it can be changed with a parameter. Scanlines can be shaped to look brighter or code can be changed. Glow can help a bit though, since it’s the last effect. The shader is otherwise as described not interfering with max values.
This was it! I had it set to 1.00 from my previous tweakings.
Set it to 0.00 and it’s now nearly identical to the output I’m getting from Hyllian. Nice!
I knew it had to be something settings-related.
So to summarize the difference between the two shaders: Hyllian, easier. GDV, more flexibility.
It still wasn’t as bright as Hyllian in my previous shot, this is better.
GDV
Hyllian
shaders = "7"
shader0 = "shaders_slang/misc/grade.slang"
filter_linear0 = "false"
wrap_mode0 = "clamp_to_border"
mipmap_input0 = "false"
alias0 = "StockPass"
float_framebuffer0 = "false"
srgb_framebuffer0 = "false"
scale_type_x0 = "source"
scale_x0 = "1.000000"
scale_type_y0 = "source"
scale_y0 = "1.000000"
shader1 = "shaders_slang/crt/shaders/guest/crt-gdv-new/afterglow0.slang"
filter_linear1 = "false"
wrap_mode1 = "clamp_to_border"
mipmap_input1 = "false"
alias1 = "AfterglowPass"
float_framebuffer1 = "false"
srgb_framebuffer1 = "false"
scale_type_x1 = "source"
scale_x1 = "1.000000"
scale_type_y1 = "source"
scale_y1 = "1.000000"
shader2 = "shaders_slang/crt/shaders/guest/crt-gdv-new/pre-shaders-afterglow.slang"
filter_linear2 = "false"
wrap_mode2 = "clamp_to_border"
mipmap_input2 = "false"
alias2 = "LinearizePass"
float_framebuffer2 = "true"
srgb_framebuffer2 = "false"
scale_type_x2 = "source"
scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
shader3 = "shaders_slang/crt/shaders/guest/crt-gdv-new/avg-lum.slang"
filter_linear3 = "true"
wrap_mode3 = "clamp_to_border"
mipmap_input3 = "true"
alias3 = "AvgLumPass"
float_framebuffer3 = "false"
srgb_framebuffer3 = "false"
scale_type_x3 = "source"
scale_x3 = "1.000000"
scale_type_y3 = "source"
scale_y3 = "1.000000"
shader4 = "shaders_slang/crt/shaders/guest/crt-gdv-new/blur_horiz2.slang"
filter_linear4 = "true"
wrap_mode4 = "clamp_to_border"
mipmap_input4 = "false"
alias4 = ""
float_framebuffer4 = "false"
srgb_framebuffer4 = "false"
scale_type_x4 = "absolute"
scale_x4 = "800"
scale_type_y4 = "source"
scale_y4 = "1.000000"
shader5 = "shaders_slang/crt/shaders/guest/crt-gdv-new/blur_vert2.slang"
filter_linear5 = "true"
wrap_mode5 = "clamp_to_border"
mipmap_input5 = "false"
alias5 = "GlowPass"
float_framebuffer5 = "false"
srgb_framebuffer5 = "false"
scale_type_x5 = "absolute"
scale_x5 = "800"
scale_type_y5 = "absolute"
scale_y5 = "600"
shader6 = "shaders_slang/crt/shaders/guest/crt-gdv-new/crt-guest-dr-venom2.slang"
filter_linear6 = "true"
wrap_mode6 = "clamp_to_border"
mipmap_input6 = "false"
alias6 = ""
float_framebuffer6 = "false"
srgb_framebuffer6 = "false"
scale_type_x6 = "viewport"
scale_x6 = "1.000000"
scale_type_y6 = "viewport"
scale_y6 = "1.000000"
parameters = "g_gamma_in;g_signal_type;g_gamma_type;g_crtgamut;g_space_out;g_hue_degrees;g_I_SHIFT;g_Q_SHIFT;g_I_MUL;g_Q_MUL;g_lum_fix;g_vignette;g_vstr;g_vpower;g_lum;g_cntrst;g_mid;wp_temperature;g_sat;g_vibr;g_satr;g_satg;g_satb;g_lift;blr;blg;blb;wlr;wlg;wlb;rg;rb;gr;gb;br;bg;LUT_Size1;LUT1_toggle;LUT_Size2;LUT2_toggle;PR;PG;PB;AS;sat;TNTC;CP;CS;WP;wp_saturation;GAMMA_INPUT;lsmooth;SIZEH;GLOW_FALLOFF_H;SIZEV;GLOW_FALLOFF_V;glow;bloom;TATE;IOS;OS;BLOOM;gamma_c;brightboost;brightboost1;gsl;scanline1;scanline2;beam_min;beam_max;beam_size;vertmask;scans;spike;h_sharp;s_sharp;csize;bsize;warpX;warpY;shadowMask;masksize;maskDark;maskLight;CGWG;mcut;mask_gamma;slotmask;slotwidth;double_slot;slotms;mclip;inter;interm;gamma_out"
g_gamma_in = "2.400000"
g_signal_type = "1.000000"
g_gamma_type = "1.000000"
g_crtgamut = "2.000000"
g_space_out = "0.000000"
g_hue_degrees = "0.000000"
g_I_SHIFT = "0.000000"
g_Q_SHIFT = "0.000000"
g_I_MUL = "1.000000"
g_Q_MUL = "1.000000"
g_lum_fix = "0.000000"
g_vignette = "0.000000"
g_vstr = "40.000000"
g_vpower = "0.200000"
g_lum = "0.150000"
g_cntrst = "-0.150000"
g_mid = "0.500000"
wp_temperature = "7005.000000"
g_sat = "0.000000"
g_vibr = "0.000000"
g_satr = "0.000000"
g_satg = "0.000000"
g_satb = "0.000000"
g_lift = "0.000000"
blr = "0.000000"
blg = "0.000000"
blb = "0.000000"
wlr = "1.000000"
wlg = "1.000000"
wlb = "1.000000"
rg = "0.000000"
rb = "0.000000"
gr = "0.000000"
gb = "0.000000"
br = "0.000000"
bg = "0.000000"
LUT_Size1 = "16.000000"
LUT1_toggle = "0.000000"
LUT_Size2 = "64.000000"
LUT2_toggle = "0.000000"
PR = "0.140000"
PG = "0.140000"
PB = "0.140000"
AS = "0.080000"
sat = "0.100000"
TNTC = "0.000000"
CP = "0.000000"
CS = "0.000000"
WP = "0.000000"
wp_saturation = "1.000000"
GAMMA_INPUT = "2.400000"
lsmooth = "0.900000"
SIZEH = "4.000000"
GLOW_FALLOFF_H = "0.300000"
SIZEV = "4.000000"
GLOW_FALLOFF_V = "0.300000"
glow = "0.000000"
bloom = "0.250000"
TATE = "0.000000"
IOS = "0.000000"
OS = "1.000000"
BLOOM = "0.000000"
gamma_c = "1.000000"
brightboost = "1.000000"
brightboost1 = "1.000000"
gsl = "2.000000"
scanline1 = "10.000000"
scanline2 = "10.000000"
beam_min = "1.500000"
beam_max = "1.000000"
beam_size = "1.000000"
vertmask = "0.000000"
scans = "1.000000"
spike = "0.000000"
h_sharp = "3.000001"
s_sharp = "1.000000"
csize = "0.000000"
bsize = "600.000000"
warpX = "0.000000"
warpY = "0.000000"
shadowMask = "0.000000"
masksize = "1.000000"
maskDark = "0.500000"
maskLight = "1.500000"
CGWG = "0.700000"
mcut = "1.150000"
mask_gamma = "2.199998"
slotmask = "0.000000"
slotwidth = "2.000000"
double_slot = "1.000000"
slotms = "1.000000"
mclip = "0.000000"
inter = "350.000000"
interm = "1.000000"
gamma_out = "2.200000"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3"
SamplerLUT1 = "shaders_slang/crt/shaders/guest/lut/sony_trinitron1.png"
SamplerLUT1_linear = "true"
SamplerLUT1_wrap_mode = "clamp_to_border"
SamplerLUT1_mipmap = "false"
SamplerLUT2 = "shaders_slang/crt/shaders/guest/lut/sony_trinitron2.png"
SamplerLUT2_linear = "true"
SamplerLUT2_wrap_mode = "clamp_to_border"
SamplerLUT2_mipmap = "false"
SamplerLUT3 = "shaders_slang/crt/shaders/guest/lut/other1.png"
SamplerLUT3_linear = "true"
SamplerLUT3_wrap_mode = "clamp_to_border"
SamplerLUT3_mipmap = "false"
Very nice job tweaking the shader!
Meanwhile i’m showing some wip work, it’s basically the discontinued smart smoothing, still present in the GDV-fast version. This one isn’t too slow too, fortunately. @rafan stirred this a little bit up and it’s for the better.
The progress went went ok, isn’t perfect since it has to have a very small performance impact, but it’s promising.
Nice update, I’m liking this new feature Makes the objects that have a dark line surrounding them (a much used technique in 8 and 16 bit games) stand out much better, without making anything artificial. Also in longer game playing session this holds up really well imo. The picture stays crisp without being too sharp.
I’ve been tweaking it for personal preference and noticed there seems to be some interaction / overlap with scanline spike mitigation feature, so if you tune the new feature it’s good to keep in mind you may want to tweak that also.
I would have a preference for the step value of “smart edge handling” to be 0.5 instead of 1, because if you put substractive sharpness (close) to zero the new feature is -very- sensitive with settings between 0 and 1 (yes I created custom step value in shader). It “switches on” in that circumstance at a value of 0.5 / 0.6.
For my personal use the current range of 1 to 50 is way too big, I think a smaller range with more sensitivity / granularity between 0 and 1 is called for when people use low values of substractive sharpness (as myself ) Maybe you can stretch the current "0 - 1 " range to “1 - 10” range?
Also could you explain a bit what the threshold value does technically?
Looks promising . Is this a development seperate from the smart edge handling, or is it to replace it? I’m liking the smart edge handling feature with the current shader, so hope it doesn’t get lost.
It would be nice if the smart smoothing is meant to blend neigbouring pixels that are close in luminance value more than neighbouring pixels that are farther apart in luminance, as that may be something that that could really add something to the CRT perception. I think the difficulty is the theory (human eye is less sensitive to bright pixel differences, so should these blend more?) and how to implement it.
It really took scrapping more implementations, but the version compatible with all filtering settings succeeded very well. First it was limited to 2 pixel filtering, then i increased it to three, now 4-width filtering can be used with good results, which is almost as good as 5, but much better than 2 or 3.
This is a problem, because neighbour pixel setups (l2,l1,r1,r2) litter the sharpened implementation of the current setup. Should work ok now - with 4 pixels, 2 pixels don’t litter for example etc.
This concept was 2-width and is scrapped now, new variables can do better fine tuning i guess, but i can’t test the shader indefinitely, will be posted very soon.
Similar colors having their difference measured, produce a low value. If this value is below the threshold, then they won’t get sharpened. Which makes very good sense, because if someone wants all pixels sharpened, the main horizontal sharpness can be increased.
It’s an eternal problem to choose the right metric. For now it’s basic plain spatial difference between the color components [ sqrt(…) ], because we basically want the bright edges sharpened, and this metric has more smoothing effect with darker colors.
It has more emphasis on filtering without substractive sharpness now, and works better without it, but both ‘modes’ are supported. If someone want’s pure substractive sharpening, it’s still there. The catch is that the new edge sharpening activates an entirely different code path, so you can’t upgrade the former ‘substractive’ look with it and must start over with tweaking.
Some pics:
I was never really pleased with the metal slug and crt-shaders, but i like the new look:
In general, there is still some work to do, but will be finished soon.
that metal slug shot
Yeah! this looks fantastic
It looks very good, indeed! Is it the work of smart smoother and the edge effect enhancement or just the smart smother?
The transition between smooth and sharp areas is very good.
The version in the GDV-fast shader has still some traces of ‘sharpsmoother’ in it, but, as i mentioned, had to trash many lines of wip code. Now it has even some instances of pattern recognition in it.
IMO, GDV requires high levels of bloom to really reach CRT-like dynamic range. Something around 0.50 seems to do the trick, but this causes a bit too much bleed into surrounding pixels for my taste. I’ve outlined my reasons for avoiding other brightness-boosting methods in previous posts.
Is there a way to reduce the “scattering” effect from the bloom while retaining the color boosting effect? Or is the scattering pretty much essential to how it works?
Basically, is there something analogous to Hyllian’s color boost that can be used in GDV?
Nice preview shot, btw! Looking forward to the update.
Something I noticed is that the level of sharpness confort is very dependent on the distance from the screen. When I calibrate params for my monitor, I tend to increase sharpness. If I copy the params to my PS3, where I play 1.5m from the screen, I think the game scrolling seems too granulated for my eyes, a bit anoying and distracting. So I prefer something softer for that distance. The solution guest is proposing seems to reduce that dependence. The sharpness must be concentrated where my eyes are focusing. The rest should be soft.
Absolutely, there’s such a thing as a cognitive low pass filter that depends on distance from the screen. The human eye/brain does its own interpolation.
I think people sometimes forget that average distance from the TV has not changed in 40 years; 9-10 feet is the average, but in the 90’s people had 26" TVs in their living rooms. TVs got bigger, living rooms didn’t.
If you set ‘bb dark’ and ‘bb bright’ to same value, it’s an equivalent of color boost. The difference is that gdv has scanline preservation hard-coded.
Ok, maybe I’m getting the hang of this! Clipping with bright boost isn’t bad at all with certain combinations of settings.
shaders = "7"
shader0 = "shaders_slang/misc/grade.slang"
filter_linear0 = "false"
wrap_mode0 = "clamp_to_border"
mipmap_input0 = "false"
alias0 = "StockPass"
float_framebuffer0 = "false"
srgb_framebuffer0 = "false"
scale_type_x0 = "source"
scale_x0 = "1.000000"
scale_type_y0 = "source"
scale_y0 = "1.000000"
shader1 = "shaders_slang/crt/shaders/guest/crt-gdv-new/afterglow0.slang"
filter_linear1 = "false"
wrap_mode1 = "clamp_to_border"
mipmap_input1 = "false"
alias1 = "AfterglowPass"
float_framebuffer1 = "false"
srgb_framebuffer1 = "false"
scale_type_x1 = "source"
scale_x1 = "1.000000"
scale_type_y1 = "source"
scale_y1 = "1.000000"
shader2 = "shaders_slang/crt/shaders/guest/crt-gdv-new/pre-shaders-afterglow.slang"
filter_linear2 = "false"
wrap_mode2 = "clamp_to_border"
mipmap_input2 = "false"
alias2 = "LinearizePass"
float_framebuffer2 = "true"
srgb_framebuffer2 = "false"
scale_type_x2 = "source"
scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
shader3 = "shaders_slang/crt/shaders/guest/crt-gdv-new/avg-lum.slang"
filter_linear3 = "true"
wrap_mode3 = "clamp_to_border"
mipmap_input3 = "true"
alias3 = "AvgLumPass"
float_framebuffer3 = "false"
srgb_framebuffer3 = "false"
scale_type_x3 = "source"
scale_x3 = "1.000000"
scale_type_y3 = "source"
scale_y3 = "1.000000"
shader4 = "shaders_slang/crt/shaders/guest/crt-gdv-new/blur_horiz2.slang"
filter_linear4 = "true"
wrap_mode4 = "clamp_to_border"
mipmap_input4 = "false"
alias4 = ""
float_framebuffer4 = "false"
srgb_framebuffer4 = "false"
scale_type_x4 = "absolute"
scale_x4 = "800"
scale_type_y4 = "source"
scale_y4 = "1.000000"
shader5 = "shaders_slang/crt/shaders/guest/crt-gdv-new/blur_vert2.slang"
filter_linear5 = "true"
wrap_mode5 = "clamp_to_border"
mipmap_input5 = "false"
alias5 = "GlowPass"
float_framebuffer5 = "false"
srgb_framebuffer5 = "false"
scale_type_x5 = "absolute"
scale_x5 = "800"
scale_type_y5 = "absolute"
scale_y5 = "600"
shader6 = "shaders_slang/crt/shaders/guest/crt-gdv-new/crt-guest-dr-venom2.slang"
filter_linear6 = "true"
wrap_mode6 = "clamp_to_border"
mipmap_input6 = "false"
alias6 = ""
float_framebuffer6 = "false"
srgb_framebuffer6 = "false"
scale_type_x6 = "viewport"
scale_x6 = "1.000000"
scale_type_y6 = "viewport"
scale_y6 = "1.000000"
parameters = "g_gamma_in;g_signal_type;g_gamma_type;g_crtgamut;g_space_out;g_hue_degrees;g_I_SHIFT;g_Q_SHIFT;g_I_MUL;g_Q_MUL;g_lum_fix;g_vignette;g_vstr;g_vpower;g_lum;g_cntrst;g_mid;wp_temperature;g_sat;g_vibr;g_satr;g_satg;g_satb;g_lift;blr;blg;blb;wlr;wlg;wlb;rg;rb;gr;gb;br;bg;LUT_Size1;LUT1_toggle;LUT_Size2;LUT2_toggle;PR;PG;PB;AS;sat;TNTC;CP;CS;WP;wp_saturation;GAMMA_INPUT;lsmooth;SIZEH;GLOW_FALLOFF_H;SIZEV;GLOW_FALLOFF_V;glow;bloom;TATE;IOS;OS;BLOOM;gamma_c;brightboost;brightboost1;gsl;scanline1;scanline2;beam_min;beam_max;beam_size;vertmask;scans;spike;h_sharp;s_sharp;csize;bsize;warpX;warpY;shadowMask;masksize;maskDark;maskLight;CGWG;mcut;mask_gamma;slotmask;slotwidth;double_slot;slotms;mclip;inter;interm;gamma_out"
g_gamma_in = "2.400000"
g_signal_type = "1.000000"
g_gamma_type = "1.000000"
g_crtgamut = "2.000000"
g_space_out = "0.000000"
g_hue_degrees = "0.000000"
g_I_SHIFT = "0.000000"
g_Q_SHIFT = "0.000000"
g_I_MUL = "1.000000"
g_Q_MUL = "1.000000"
g_lum_fix = "0.000000"
g_vignette = "0.000000"
g_vstr = "40.000000"
g_vpower = "0.200000"
g_lum = "0.000000"
g_cntrst = "0.050000"
g_mid = "1.000000"
wp_temperature = "7005.000000"
g_sat = "0.000000"
g_vibr = "0.000000"
g_satr = "0.000000"
g_satg = "0.000000"
g_satb = "0.000000"
g_lift = "0.000000"
blr = "0.000000"
blg = "0.000000"
blb = "0.000000"
wlr = "1.000000"
wlg = "1.000000"
wlb = "1.000000"
rg = "0.000000"
rb = "0.000000"
gr = "0.000000"
gb = "0.000000"
br = "0.000000"
bg = "0.000000"
LUT_Size1 = "16.000000"
LUT1_toggle = "0.000000"
LUT_Size2 = "64.000000"
LUT2_toggle = "0.000000"
PR = "0.140000"
PG = "0.140000"
PB = "0.140000"
AS = "0.080000"
sat = "0.100000"
TNTC = "0.000000"
CP = "0.000000"
CS = "0.000000"
WP = "0.000000"
wp_saturation = "1.000000"
GAMMA_INPUT = "2.400000"
lsmooth = "0.900000"
SIZEH = "4.000000"
GLOW_FALLOFF_H = "0.300000"
SIZEV = "4.000000"
GLOW_FALLOFF_V = "0.300000"
glow = "0.000000"
bloom = "0.000000"
TATE = "0.000000"
IOS = "0.000000"
OS = "1.000000"
BLOOM = "0.000000"
gamma_c = "1.000000"
brightboost = "2.000000"
brightboost1 = "2.000000"
gsl = "0.000000"
scanline1 = "8.000000"
scanline2 = "16.000000"
beam_min = "1.500003"
beam_max = "1.000000"
beam_size = "1.000000"
vertmask = "0.000000"
scans = "1.000000"
spike = "0.000000"
h_sharp = "3.000001"
s_sharp = "1.000000"
csize = "0.000000"
bsize = "600.000000"
warpX = "0.000000"
warpY = "0.000000"
shadowMask = "0.000000"
masksize = "1.000000"
maskDark = "0.500000"
maskLight = "1.500000"
CGWG = "0.500000"
mcut = "1.150000"
mask_gamma = "2.199998"
slotmask = "0.500000"
slotwidth = "2.000000"
double_slot = "1.000000"
slotms = "1.000000"
mclip = "0.000000"
inter = "350.000000"
interm = "1.000000"
gamma_out = "2.200000"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3"
SamplerLUT1 = "shaders_slang/crt/shaders/guest/lut/sony_trinitron1.png"
SamplerLUT1_linear = "true"
SamplerLUT1_wrap_mode = "clamp_to_border"
SamplerLUT1_mipmap = "false"
SamplerLUT2 = "shaders_slang/crt/shaders/guest/lut/sony_trinitron2.png"
SamplerLUT2_linear = "true"
SamplerLUT2_wrap_mode = "clamp_to_border"
SamplerLUT2_mipmap = "false"
SamplerLUT3 = "shaders_slang/crt/shaders/guest/lut/other1.png"
SamplerLUT3_linear = "true"
SamplerLUT3_wrap_mode = "clamp_to_border"
SamplerLUT3_mipmap = "false"
GDV Shader update:
Notable changes:
Download link:
https://mega.nz/file/l1x3UC5Y#1xzbkMKCvtzqDHqDKLaacPLgjvkj4XsYez3l1WOtsyY
‘Smart Edge Handling’ has improved much, but could still be made somewhat better, so feedback is very welcome. And thanks for the positive feedback so far.
Edit: screenie
Edit2: Substractive sharpness now working flawlessly with ‘smart filtering’.
What mask do you use in that screenshot?
It’s mask1 (lottes mask 1). The new addition looks much nicer with blurred setup if stronger mask covers the interpolation difference traces.
I’ve been getting great results using GDV’s slotmask + one of the aperture grille masks and adjusting slot mask width to match the width of the aperture grille pattern (so either 2 or 3).
What would you say are the pros/cons of using the Lottes masks as compared to this method?