I’m in a hurry for a meeting, so here’s some footage of Kirby (NES)and sonic 1 (genesis model 1) both over RF. I’ll post my full reply here in a few hours. Sorry about the shitty video compression, I didn’t know my phone was doing that.
As for RF, my understanding is that the console’s RF is the same as its composite, but with a couple additional step, which is to modulate it with a carrier frequency and to modulate audio onto it somehow, neither of which I understand fully. The thing that causes RF and Composite to look different mostly is the CRT, not the console, since the CRT is doing some different method for chroma/luma separation when using RF versus when using Composite.
My best guess is that while a more elaborate comb filter can be used for composite due to composite being more precise without interference/noise, RF might have its color carrier frequency distorted lower or higher and affected more by noise, so the CRT has to stick to older notch filters. Older CRTs probably used only notch filters, but used a more precise notch for composite than for RF. All of this is speculation, and I’m still in a hurry.
But my own has a very big amount of static-interference-noise. Do you know if there’s some way to get close enough to this type of looking?
My suspicision is that the pin being connected to TV is already damaged and can’t deliver proper image.
The only feature in whole retroarch I’ve seen something similar is this so called “Noise” on the bottom from presets, that for example can be found in guest.r’s CRT NTSC preset.
As far as I know, the static cannot be reproduced in other cables like RGB or composite video.
This RF cable has a very thin pin that I can imagine, gets worse over time.
Sonkun, is there anyway I can port your shaders to like Dolphin and PCSX2? Like I really really want your shaders on there, I am struggling over here with raw pixels lol.
The only options I can think of is Reshade but then you’d have to port some of the other shaders I have mixed in like “sgenpt-mix multpass” and koko-aio’s amazing “switchres” shader. Not to mention that I went out of my way to fuse the ntsc adaptive shader with guest.r’s hd shader for a different look.
Then I think there’s that Windowcast option. I still haven’t used either option yet.
The mask seems clean on the title screen but many artifacts appear in the green flat background of the gameplay screen, don’t you think ?
I would have like to compare with another setup (1240x1080 integer overscale 1:1) which how I would play on another handheld, but I cannot make screenshots on my PC Retroarch as soon as I select integer scaling and the shaders, for some reason.
I would have some nice gaming sessions with that from what I see so I say it still looks just as good as loading it up on a 1080p display. How does Shadow Mask look?
Pollute it I don’t mind lol. But yes that is the magic of the amazing guest advanced hd shader at work there, even now I still learn new things about it.
Are such shaders presets super heavy ? I mean, I’d like to run it on an handheld device with a Snapdragon 865 (that of Samsung S20). I don’t have the device yet, so I’m asking
It’s for any console you want to use it for. I’d personally use composite for everything up to the Dreamcast/PS2/,Gamecube era, RGB for arcade and pc games, everything after that is just native wide-screen upscaled.
The S20 should be more than fast enough to handle my presets.
From the same crt folder go inside the “shaders” folder at the top and then look for a “guest” folder, delete that then replace it with the one from the downloaded pack that’s also in the “shaders” folder and that’s it, you’re done. You’ve now successfully updated guest.r shaders.
In the pack there is not any guest shaders folder. Only sonkun with 3 subfolders. Do you mean to rename it to guest?
So out of curiosity I searched to see if there ever was a OLED tv made with standard traditional RGB subpixels and to my surprise there actually was one made back in 2013: