New CRT shader from Guest + CRT Guest Advanced updates

Peace is cool to start some nice gaming. :wink:

Meanwhile the shader got some new features and a correction or two. More in the description:

New Release Version (24.05.2021-r1):

Notable changes:

  • Improved deconvergence.
  • Humbar implemented - see under Screen Options.
  • Noise resolution added, less visibility on dark pixels.
  • Small speedup, small fix.

Download link:

https://mega.nz/file/g0oByAKC#dH-yxXF390V2eJNEfRpvHLBtOc8ufZ2LBOI_UvU7iG4

15 Likes

Triying your advances and things, thanks again. And with the humbar both!! :slight_smile:

Guest filter with curvature wrap 60 (i known that are in work in progress)

Guest filter with distortion from filter HLSL mixed.

warm colors.

p.d: the captures that i put above that thread, this one no the other, is possible with the option of defocus_x = defocus_y =

Greetings.

4 Likes

Showing off a bit the new deconvergence, with non mask complying offset rates, 1.5 in this case (integer offsets are synced with mask width). Also works very nice with different filtering settings.

There are more options now under the ‘Deconvergence Tab’ but shouldn’t be too hard.

14 Likes

gamma still drives me nuts. There have been a lot of updates, any tips for getting a handle on gamma? The defaults look pretty strange IMO, but I’m also using grade.

1 Like

All with Guest, different colors and definitions of mask and scanlines

The color white of the face of E.Honda in one screenshot is noticeable…cause that warm colors are common in the arcades saloon/screens.

I triend in a playstation game and Guest filter need some options for centering the image.

Warm capture is like a arcade monitor from the old years, very close, the other with different colors too.

Thanks and greetins.

2 Likes

I took some care with the more recent ‘updates’ to not interfere with the ‘default look/feel’ if a new functionality is not enabled. Some older changes were related with auto brightness corrections of scanlines (they aren’t implemented atm.), which could require a bit of more fine tweaking.

Grade with it’s default settings could produce a gamma deficit if an extra crt shader with gamma options follows in the chain. So one option could be to even both grade’s gamma to a single value or to compensate with the crt-shader output gamma. Input / Output crt shader gamma of 2.2-2.5 is sortoff the best option, since Grade doesn’t stay in linear space.

In more recent versions of ‘GDV’ ‘Gamma correct’ and ‘Mask gamma’ are introduced. First is a nice compensation option if strong scanlines, trinitron masks and slotmask are used at the same time (for example), which leads to stronger brightness loss, especially on dark pixels / areas. Mask gamma more or less determines the distribution of intensity of masks over the spectrum and is less related with the above mentioned problem.

6 Likes

Actually, these games were all designed to be played at a color temp of 9300K because that was the standard used by NTSC-J, but keep doing what you like, that’s what the options are there for… I myself find 9300K to be a bit extreme so I usually opt for something around 8000K.

Human memory is notoriously unreliable, as well. Something to keep in mind…

Also curious why you aren’t using the forum’s built-in image uploader, it’s super easy to use, just drag and drop.

2 Likes

Very good to know, thanks for the helpful response, as always!

3 Likes

You are very funny, the memory or the time began the universe.

Actually these machines gabinets and their screens ave their region, is usual, that in a saloon of arcade games all machines inside was a mix of regions, EU, USA, JP…ant their colors and machine cabinets, etc. But old CRTS screens colors was more warming in general that post CRT screens, in these sallon of arcade games, that even exists today intact, with that people of the world of arcade games/retro enven enjoy like people that play or made filters combinations. Some people that actually even purchase old cabinets of games, for their home or rooms, not these news made with m.a.m.e inside with lots of roms.

All the screens that i post with dynamics of course.

Greetings.

2 Likes

You do you, man.

image

5 Likes

Guest-DrVenom Advanced is now in the Mega Bezel :slight_smile:

Thanks @guest.r again for this amazing shader, you rock!

9 Likes

Too little curvature!

1 Like

@guest.r

Just wondering, why isn’t there an option to make the slotmask 3x1 height? I think it could be useful at 1080p for certain mask configurations.

3 Likes

Slotmask wouldn’t have vertical symmetry with odd sizes regarding spacing, it would look like this:

---
    ---

---

or

---

    ---
---

It’s a nice example of how resolution limitations kick in with implementations.

3 Likes

Something I also thought about yesterday while running retroarch on an actual crt.

Could @guest.r add a alpha/transparency setting for the bloom? I think we could get a more natural look via more fine-tuned blending.

2 Likes

I guess this request needs a rephrasing. :wink: Bloom is indeed a layer which intensity depends on the parameter value. Current implementation with it’s ‘radial’ glow based presence brings a set of circumstances and it’s best to be used with medium mask intensity, still regarding traditional mask blending.

I’m keeping an eye on the implementation, but something more advanced has to pass trough several testing procedures. :grin:

6 Likes

Since you are adding in some beautiful artifacting into your shader any thoughts on accumulation or rolling scan-lines? Do you think the new color deconvergence might make its way to the composite or ntsc preset?

1 Like

@guest.r I was wondering, can the deconverence pass cause blurryness in the mask?

I was considering that I might need to put the deconvergence before the crt shader so that it can’t have a blurring effect on the mask. Since I’m sure you know exactly what’s happening I was wondering what you think.

1 Like

Iirc it is causing some mask smearing, he’s done a couple things to address the issue as well. (This is purely from memory and I be tired so dunno if I’m right)

I was personally running MAMEs decovergence pass earlier in the shader chain before his advanced updates were released. (But I’m a potato so expect potato results :joy:)

2 Likes

If i’m making some changes to the shader then it’ll probably be working on existing features a bit more. Rolling scanlines would not look this great the way scanlines are implemented and i’ll probably leave it be.

OTOH deconvergence pass can be ‘manually’ added as the last pass to the other presets.

I addressed this issue and it’s quite better now compared with first two version of this shader pass. Ofc. deconvergence is best applied before masks, but there might be issues with color sampling regarding vertical deconvergence in the main gdv shader pass.

2 Likes