I am working on using horizontal gaussian to kinda achieve it
but gaussian_horizontal-sharp.slang and crt-guest-advanced get conflicts since they share parameter names so I will not post the preset now until the fix PR get merge
I am working on using horizontal gaussian to kinda achieve it
but gaussian_horizontal-sharp.slang and crt-guest-advanced get conflicts since they share parameter names so I will not post the preset now until the fix PR get merge
Are you sure this isnât because crt-guest-advanced might already include gaussian_horizontal-sharp.slangp?
Whatâs being fixed?
The reason why the spikes are smoother in the CRT TV image compared to your CRT Shader image is because your NTSC Resolution Scale and possibly also your NTSC Chroma/Bleeding might be too high.
If you look at the CRT image youâll see that you canât make out the sides of the individual water âdropletsâ but you can see the gaps in yours.
In the S-Video CRT image, you can see the gaps but the spikes also have that jagged aliased appearance as well that youâre seeing in your Composite CRT Shader image.
In my experience NTSC Resolution Scale and the other horizontal filtering and sharpening tools included in CRT-Guest-Advanced-NTSC are all that might be needed to achieve such looks.
crt-guest-advanced has similar code with gaussian_horizontal-sharp.slangp (gaussian_horizontal-sharp.slang said that it made by guest too) but nether depends on each others
well, even in the default (with only lower NTSC Artifacting/Fring value) CRT-Guest-Advanced-NTSC
despite the default settings of CRT-Guest-Advanced-NTSC kinda so soft also can remove many small details like the âmâ letterWell there are things that you can tweak to fine tune the amount of softness, for example sharpness, the # of taps as well as the Chroma/Bleeding.
Also, is that âmâ the way it is because youâre using the same preset or values for Sega Genesis as you are for PSX?
If so, remember both have completely different video output characteristics and hardware so you can tweak each separately.
I know and I did tweaked them already in my preset, I just post the default (with only lower NTSC Artifacting/Fring value) CRT-Guest-Advanced-NTSC for comparison
even in Genesis games the âmâ will be a problem, IIRC in Rambo III the âmâ will have the same problem
well itâs âwâ this time
dont know how the real hardware deal with it but when I play this when I was teens almost three decades ago I dont remember it being so soft (especially with the letter âwâ or âmâ)Edit: I think I find someone use real hardware composite cable
default (with only lower NTSC Artifacting/Fring value) NTSC-Adaptive
In their case, no. Because that part of the game uses Phase 2, and it only switches to Phase 3 once in game. They can fix this by forcing Phase 3 for their fan translation. The normal US version doesnât use that small âmâ there or other Phase 2 scenes.
Mr Guest, I was wondering. When it comes to Chroma Scale/Bleed, we have the ability to both bleed+fade, or, in combination with preserve edge color, just fade.
I was trying to find a way to just bleed the color, without it fading/losing saturation. Especially when it comes to Red, this is always a struggle as I tweak it back and forth trying to find a balance. Might there be some programmer magic you can work so I can control how much saturation I lose when bleeding?
Hey there!
The chroma distribution algorithm is quite simple, which can make it fast and somewhat adjustable without loosing performance. I think itâs also honoring the NTSC standard signal processing.
With current/authentic implementation (which isnât RGB, but in YIQ colorspace) it would be an circumstance to enhance RGB primary/saturated colors.
I guess your proposal would be an interesting enhancement, but would require for the algorithm to work quite differently.
I hope itâs understandable that this would also bring much âlabâ work and testing with uncertain results as we talk now.
Why not increase Saturation/NTSC Saturation as you increase Bleeding?
Obvious reasons, but it increases the color saturation of everything else as well. Like in a big way.
Theyâre not so obvious to me because thatâs exactly what I have done in many of my presets from not too long ago.
Doesnât increasing the amount of bleeding via decreasing the value of the Chroma/Bleeding or even the NTSC Resolution Parameter decrease the Saturation of everything else as well. Like in a big way too?
Concerning the red, phosphor choice can play a big part in determining the amount of saturation.
@guest.r I just got a new wide gamut monitor (Dell U2725QE ) that supports both DCI-P3 and Display P3 operation.
Iâm getting great results with the DCI-P3 profile set on my monitor and in the shader, especially combined with the Philips CRT profile. I was wondering if adding a Display P3 profile in additon to the DCI-P3 profile would be a useful option? My understanding is the difference between them are the gamma and the slightly different white point (DCI-P3: gamma 2.6, DCI white point; Display P3: gamma 2.2, D65 white point).
So yeah, when I use DCI-P3 in the shader and put my monitor into Display P3 mode, the gamma is off and the white point is slightly shifted from neutral (all expected, of course).
I guess this could be useful for people who only have a Display P3 option on their monitor (although Iâm unsure if those exist; maybe all Display P3 capable monitors also support DCI-P3 operation). Could be handy for those too who have both options but prefer Display P3 due to convenience (at least the gamma then is very close to sRGB gamma).
Hey! I think itâs a nice idea. Iâm also correcting the DCI-P3 white point to itâs standard values (from D65).
New Release Version (2025-06-20-r1):
Notable changes:
Download link:
https://mega.nz/file/thxU1SxI#xPR8e5jTAtN0BWPbhheh46EAjWemITWmA3F631DWc2Y
While we have interlaced modes 1-4, I donât think we have an option to only apply VGA Double Scan mode to 480i/p signals without it changing 240p signals too.
This would be desirable. Like as an option for interlaced mode 5, or a setting right next to that so itâs still triggered by the resolution. This would be really helpful for me in games that switch between 480i and 240p. : )
Can you be a bit more specific?
Currently there are many situations emulated, including smart scanline mode if you set internal resolution to 1.0.
I would need specific behaviour for 240p and behaviour specified for 480i.
Guess display wise itâs already nicely covered. Like use VGA double scan when emulating a 15kHz PC VGA display and use interlacing for consumer CRT displays.
If you want double scan for 240p and interlacing for 480i, then it can be covered with internal resolution set to 0.5 in next release.
I think âinterlaced mode=0â is what you ask for
I think I was able to balance these things in my last preset update, and yes âThe normal US versionâ is fine, but as I said itâs not only in this game but also in Rambo III (but itâs w not m) and also in the health bar of Castlevania Bloodline