New CRT shader from Guest + CRT Guest Advanced updates

Anyway, regarding the internal resolution, i prepared a new release with some minor fixes.

Notable changes:

  • internal resolution parameter added to hires and ntsc versions
  • bugfix with interlacing and trinitron mask reference colors
  • smart edge interpolation AA mode improved a bit.
  • hires version lacked horizontal deconvergence, fixed now

Download link:

https://mega.nz/file/0sABHAwB#PT8CtvJvcGlm0OknoYNyv6mkf0Prw2FcR6-JQ2xT4KM

Feedback, as always, is welcome.

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The internal resolution parameter works really well, scanlines appear consistent after testing on N64 and PS1 games inc. Tekken 3, I went with Internal Resolution of 1.0 and Interlaced Mode 0. Great work there!

Unfortunately I think better spec machines are required to run these new versions of the GDV shader, I can’t get full speed on my trusty old i5 Sandybridge computer (GeForce GT 540M, 1080p, 8Gb mem, Win 10 x64) :slightly_frowning_face:

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The GT 540M could have bandwidth problems too, you can try replacing glow passes with stock, since there is much texture look-ups to 16 bit-per-component buffers. The preset is also compatible with old glow passes, which need source-scale-1.0.

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Thanks for your advice, that is the one of first things I tried - swapping out passes in for stock.slang to see if there was a pass in the chain that was hindering the performance.

Changed to the old blur_horz.slang/blur_vert.slang with source 1.0, still no performance improvement.

One thing that got me full speed is changing the last pass scale from viewport to source, but this messed up the video output, scanlines and masks went crazy.

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Does anyone (@guest.r) know why the dynamic range with mask 8 is so much better than mask 0? The usual rule “increase bright boost until you see clipping” no longer applies with this mask. Instead, it’s “increase bright boost until the colors start to look washed out.” Is it because you’re doubling up on the green subpixels?

Current presets. Preset 3 is shown above.

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@guest.r would love to hear your thoughts on mask 8.

Is this an objective improvement in image quality resulting from the mask / subpixel layout itself, or is there some additional brightness compensation taking place with that mask?

Also, sorry to keep bugging you, but I guess you already tried red, green, blue, black, and found it to be too dark to be useful?

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It has a wider sub-pixel layout and the layout also preserves more color. The clipping takes place, but as this mask is more saturated, it can take more. For example, you can’t notably or at all de-saturate colors with clipping, that have a very low or zero min value compared with max component value. Only make them brighter. I would like to mention that clipping can be fun if it isn’t de-saturating too much. :grinning:

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@guest.r, I took a photo of a real arcade monitor and the scanlines appear even on a black background. Could you do an option in the shader to show this?

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You can raise the ‘black level’ with the grade shader currently, but i need to check a bit how it goes with other effects. Although it’s not hard to add.

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If possible, it will be one more good feature, a plus.

Thanks.

:smiley:

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Yeah this is a nice feature to sort of add “texture” to the fully black areas. Originally it was not working in the old Guest-DrVenom because it would break the afterglow (I think the afterglow was looking for 100% black), but since the afterglow has changed, I’m not sure if this problem exists in the new shader.

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Yea it was very much an issue with the afterglow.

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It’s better to have afterglow with mask or/and scanline effect or without it? Glow is without both, but dunno about afterglow. And also about masks and black level.

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In the examples where I’ve seen close shots with afterglow it seemed like the mask was visible on it, here are some of the examples I found

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I guess it went smooth: :relaxed:

Need to integrate in all three versions though and it’s getting late. Will make a release tomorrow. Hopefully will be ok.

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Scanlines being visible on black just means the monitor is poorly calibrated (i.e., brightness is up too high).

afterglow/trails should have the mask visible on top, since it’s caused by phosphor rolloff/decay.

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I think it was common in most tvs tbh, the brightest being set too high, probably not from manufacturer but by owners lol.

It’s because the CRT is calibrated wrong, but hunterk already mentioned this. Nice reference photos, though!

Edit: I’m not sure those are the scanlines. That looks like the slotmask structure. The scanlines are actually the very faint vertical lines, can’t even see them in some places.

Pac-man was a game where the monitor was rotated 90 degrees.

I also saw these lines on Crazy Taxi. Unfortunately I don’t have the photos anymore…

Yeah those faint lines would be part of the slotmask, you can tell by looking at the direction the phosphors are rotated. The scanlines are running vertically through the image because the monitor itself is rotated in the arcade cab. It’s actually easier to see the scanlines in the thumbnail; they’re very faint.

If the scanlines themselves are visible w/black, then the CRT is calibrated wrong and/or is going bad.

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