New CRT shader from Guest + CRT Guest Advanced updates

Some very nice changes @guest.r:smile:

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Potential feature suggestion: an “NTSC Connection” parameter with an RGB mode for the NTSC passes, similar to the “PAL Connection” parameter with SCART mode you have in the PAL passes.

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Yes, i have been giving it a thought, but it would definitelly bring more enthropy into the existing settings. Currently the default settings are dissolving dithering with the RF/composite/SVIDEO recommendations, which also the users are used they do.

Good news is you can now (added in latest releases) use the NTSC Filtering Scaling parameter to do exactly the same thing as the PAL alternative.

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Showing the difference between normal sampling and bloom sampling. To mention it, bloom sampling is also affected by bloom pass settings.

Normal pixel sampling:

Bloom pixel sampling:

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New Release Version (2026-05-21-r1):

Notable changes:

  • Separate parameters for emulated display Black Level controls implemented. Now general contrast can be raised (arcade games…) and afterwards added at the same time.
  • Update: Clip Saturated Color Beams also works with Bloom Sampling 1.0 value.

Download link:

https://mega.nz/file/pl5S3KyC#ZJTUuwqYqSSoaRUGrVGX3Zo--2NZ8wkkpPFd4DcqglQ

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Guest, how do I know if I properly updated your new version in RA? I looked in the folders and it doesn’t change the dates

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You’ll get a quite new version if you update Slang Shaders through RA online updater. Folder dates don’t get an updated timestamp i guess, since the “originals” with same names already exist(ed).

To get the newest version from this thread just copy the crt-guest-advanced-2026-05-18-release1 folder’s content into the crt folder of shaders_slang.

Should work without problems on a PC, dunno about phones, steamdeck…i don’t use RA on them.

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Roger that, Guest. Keep up the tremendous work as usual.

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New Release Version (2026-05-23-r1):

Notable changes:

  • Bloom Pixel Sampling is much more mainstream preset oriented now (smarter application).
  • Update: Two more sega fixes incorporated. Thanks to dogway and Azurfel.

Download link:

https://mega.nz/file/Fp5UnTgJ#oRtXwTFBJA-choHE6-dYtz2Xvx6sQA81f8vyYaUlBrs

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Can we get the Genesis Palette option added under Sega Brightness fix so we don’t need to incorporate the Pre-shader-Grade into our presets?

I mean I don’t mind that step, but I think it’d be good for the ReShade variant that needs this missing option.

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Hey, it’s a nice idea and a decent purpose.

@Azurfel has already done this to an older version, but not obsolete.

Edit: Fixes are now incorporated in the pre-shaders.

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Pleased to see some of my work making it upstream into the full suite (:

Note however that this implementation of the Master System Nonlinear Blue fix is missing the nonlinear aspect. Only saturation level 1 blue and saturation level 1 grey/white should be effected, whereas this also effects saturation level 2 blue and saturation level 2 grey/white (see Notes & Measures: Nonlinear Blue on Sega Master System 1 & Other Findings for full details.)

I’m sure that there is a better way to express it, but the effect of the “imgColor.b < 0.5/imgColor.b > 0.25” bit is load bearing.

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I guess it’s worth investigating. Current implementation is does the same thing as in grade, have to think it through a bit to avoid “non-continuosity” of the function though.

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Yeah, Dogway missed that aspect when implementing the grade version unfortunately. The way i implemented it does work as intended, but it definitely isn’t an ideal solution.

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Alrighty, should be improved now, thanks for reminding me of these issues. :smiley:

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I’ve been working on some stuff and found that Bloom Sampling Mode 1 plus Fine Bloom Sampling of 5 to be perfect for my blending needs. I found Bloom Sampling Mode 2 left certain dither patterns unblended but felt that it was good to have a less agressive option.

How does this “much more mainstream preset” orientation affect presets which were fine tuned using the previous implementation?

These are very good developments!!

Thanks very much!

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A bit stricter transition rules are added, you can use the previous settings IMO without hassle. It should be easier to make general purpose presets though, like for 8-bit and 16-bit systems while still preserving gradient smoothing in the latter etc. Like you mentioned, the new functionality is linked to bloom pass settings, so it’s worthwile to tweak them.

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do “MD pallete fix” needed in all MD cores? is genesis games need it too? and is this a better alternative to “brightness fix”? or in some cores we need both?

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It’s rather a quick fix and a preset starter for Mega Drive / Genesis games. I wouldn’t apply it to tweaked existing presets (MD) without some considerations, since there are probably other shader parameters tweaked to adjust the darker tones of the default pallete.

You can test it with some games, see how it influences them. I would like to mention that the new included Sega fixes fix rather specific model issues, not suitable for generic presets.

Combining pallete fix and brightness fix is OK from my testings, should work out nicely. You can also test these fixes in 240p Genesis Test suite and /misc/grade preset.

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As far as I know it’s not needed for Blast’Em because it’s the same palette that it uses.

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