New sonkun crt guest advanced hd presets thread

I see, then I’ll have to get that added into the mix with all the passes. I was trying to avoid adding additional passes to keep the overall shader from getting heavy but I have no choice it seems. Before I try out the checkerboard dithering shader I’m already tweaking around with sgenpt-mix, I’m confused by the number of the settings but I’m taking a wild guess that the setting that says “2.CB” is the one that deals with checkerboard dedither itself?

I already whipped up a shader preset using sgenpt-mix for you all to try out in the meantime and tested it on Snatcher. The Sony logo looks normal again with that as well.

shaders = "18"
shader0 = "shaders_slang/stock.slang"
wrap_mode0 = "clamp_to_border"
mipmap_input0 = "false"
alias0 = ""
float_framebuffer0 = "false"
srgb_framebuffer0 = "false"
shader1 = "shaders_slang/dithering/shaders/sgenpt-mix.slang"
wrap_mode1 = "clamp_to_border"
mipmap_input1 = "false"
alias1 = "StockPass"
float_framebuffer1 = "false"
srgb_framebuffer1 = "false"
shader2 = "shaders_slang/crt/shaders/guest/advanced/afterglow0.slang"
filter_linear2 = "true"
wrap_mode2 = "clamp_to_border"
mipmap_input2 = "false"
alias2 = "AfterglowPass"
float_framebuffer2 = "false"
srgb_framebuffer2 = "false"
scale_type_x2 = "source"
scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
shader3 = "shaders_slang/crt/shaders/guest/advanced/grade/pre-shaders-afterglow-grade.slang"
filter_linear3 = "true"
wrap_mode3 = "clamp_to_border"
mipmap_input3 = "false"
alias3 = "PrePass0"
float_framebuffer3 = "false"
srgb_framebuffer3 = "false"
scale_type_x3 = "source"
scale_x3 = "1.000000"
scale_type_y3 = "source"
scale_y3 = "1.000000"
shader4 = "shaders_slang/crt/shaders/guest/advanced/ntsc/ntsc-pass1.slang"
filter_linear4 = "false"
wrap_mode4 = "clamp_to_border"
mipmap_input4 = "false"
alias4 = "NPass1"
float_framebuffer4 = "true"
srgb_framebuffer4 = "false"
scale_type_x4 = "source"
scale_x4 = "4.000000"
scale_type_y4 = "source"
scale_y4 = "1.000000"
shader5 = "shaders_slang/crt/shaders/guest/advanced/ntsc/ntsc-pass2.slang"
filter_linear5 = "true"
wrap_mode5 = "clamp_to_border"
mipmap_input5 = "false"
alias5 = ""
float_framebuffer5 = "true"
srgb_framebuffer5 = "false"
scale_type_x5 = "source"
scale_x5 = "0.500000"
scale_type_y5 = "source"
scale_y5 = "1.000000"
shader6 = "shaders_slang/crt/shaders/guest/advanced/ntsc/ntsc-pass3.slang"
filter_linear6 = "true"
wrap_mode6 = "clamp_to_border"
mipmap_input6 = "false"
alias6 = ""
float_framebuffer6 = "false"
srgb_framebuffer6 = "false"
scale_type_x6 = "source"
scale_x6 = "1.000000"
scale_type_y6 = "source"
scale_y6 = "1.000000"
shader7 = "shaders_slang/crt/shaders/guest/advanced/custom-fast-sharpen.slang"
filter_linear7 = "true"
wrap_mode7 = "clamp_to_border"
mipmap_input7 = "false"
alias7 = "NtscPass"
float_framebuffer7 = "false"
srgb_framebuffer7 = "false"
scale_type_x7 = "source"
scale_x7 = "1.000000"
scale_type_y7 = "source"
scale_y7 = "1.000000"
shader8 = "shaders_slang/crt/shaders/guest/advanced/stock.slang"
filter_linear8 = "true"
wrap_mode8 = "clamp_to_border"
mipmap_input8 = "true"
alias8 = "PrePass"
float_framebuffer8 = "false"
srgb_framebuffer8 = "false"
scale_type_x8 = "source"
scale_x8 = "1.000000"
scale_type_y8 = "source"
scale_y8 = "1.000000"
shader9 = "shaders_slang/crt/shaders/guest/advanced/avg-lum-ntsc.slang"
filter_linear9 = "true"
wrap_mode9 = "clamp_to_border"
mipmap_input9 = "true"
alias9 = "AvgLumPass"
float_framebuffer9 = "false"
srgb_framebuffer9 = "false"
scale_type_x9 = "source"
scale_x9 = "1.000000"
scale_type_y9 = "source"
scale_y9 = "1.000000"
shader10 = "shaders_slang/crt/shaders/guest/advanced/linearize-ntsc.slang"
filter_linear10 = "true"
wrap_mode10 = "clamp_to_border"
mipmap_input10 = "false"
alias10 = "LinearizePass"
float_framebuffer10 = "true"
srgb_framebuffer10 = "false"
scale_type_x10 = "source"
scale_x10 = "1.000000"
scale_type_y10 = "source"
scale_y10 = "1.000000"
shader11 = "shaders_slang/crt/shaders/guest/advanced/crt-guest-advanced-ntsc-pass1.slang"
filter_linear11 = "true"
wrap_mode11 = "clamp_to_border"
mipmap_input11 = "false"
alias11 = "Pass1"
float_framebuffer11 = "true"
srgb_framebuffer11 = "false"
scale_type_x11 = "viewport"
scale_x11 = "1.000000"
scale_type_y11 = "source"
scale_y11 = "1.000000"
shader12 = "shaders_slang/crt/shaders/guest/advanced/gaussian_horizontal.slang"
filter_linear12 = "true"
wrap_mode12 = "clamp_to_border"
mipmap_input12 = "false"
alias12 = ""
float_framebuffer12 = "true"
srgb_framebuffer12 = "false"
scale_type_x12 = "absolute"
scale_x12 = "640"
scale_type_y12 = "source"
scale_y12 = "1.000000"
shader13 = "shaders_slang/crt/shaders/guest/advanced/gaussian_vertical.slang"
filter_linear13 = "true"
wrap_mode13 = "clamp_to_border"
mipmap_input13 = "false"
alias13 = "GlowPass"
float_framebuffer13 = "true"
srgb_framebuffer13 = "false"
scale_type_x13 = "absolute"
scale_x13 = "640"
scale_type_y13 = "absolute"
scale_y13 = "480"
shader14 = "shaders_slang/crt/shaders/guest/advanced/bloom_horizontal.slang"
filter_linear14 = "true"
wrap_mode14 = "clamp_to_border"
mipmap_input14 = "false"
alias14 = ""
float_framebuffer14 = "true"
srgb_framebuffer14 = "false"
scale_type_x14 = "absolute"
scale_x14 = "640"
scale_type_y14 = "absolute"
scale_y14 = "480"
shader15 = "shaders_slang/crt/shaders/guest/advanced/bloom_vertical.slang"
filter_linear15 = "true"
wrap_mode15 = "clamp_to_border"
mipmap_input15 = "false"
alias15 = "BloomPass"
float_framebuffer15 = "true"
srgb_framebuffer15 = "false"
scale_type_x15 = "absolute"
scale_x15 = "640"
scale_type_y15 = "absolute"
scale_y15 = "480"
shader16 = "shaders_slang/crt/shaders/guest/advanced/crt-guest-advanced-ntsc-pass2.slang"
filter_linear16 = "true"
wrap_mode16 = "clamp_to_border"
mipmap_input16 = "false"
alias16 = ""
float_framebuffer16 = "true"
srgb_framebuffer16 = "false"
scale_type_x16 = "viewport"
scale_x16 = "1.000000"
scale_type_y16 = "viewport"
scale_y16 = "1.000000"
shader17 = "shaders_slang/crt/shaders/guest/advanced/deconvergence-ntsc.slang"
filter_linear17 = "true"
wrap_mode17 = "clamp_to_border"
mipmap_input17 = "false"
alias17 = ""
float_framebuffer17 = "false"
srgb_framebuffer17 = "false"
scale_type_x17 = "viewport"
scale_x17 = "1.000000"
scale_type_y17 = "viewport"
scale_y17 = "1.000000"
SGPT_BLEND_OPTION = "2.000000"
SGPT_LINEAR_GAMMA = "0.000000"
g_crtgamut = "1.000000"
g_vignette = "0.000000"
g_cntrst = "0.400000"
wp_temperature = "9304.000000"
g_lift = "-0.030000"
quality = "0.000000"
ntsc_scale = "2.250000"
ntsc_sharp = "-10.000000"
ntsc_shape = "1.000000"
blendMode = "0.000000"
CSHARPEN = "2.000000"
CCONTR = "0.000000"
S_SHARP = "1.500000"
SIGMA_VB = "0.750000"
bloom = "-0.500000"
mask_bloom = "0.200000"
bloom_dist = "0.200000"
halation = "0.100000"
gamma_c = "1.360000"
brightboost1 = "1.000000"
gsl = "-1.000000"
warpX = "0.050000"
warpY = "0.070000"
csize = "0.080000"
bsize1 = "0.300000"
shadowMask = "6.000000"
maskstr = "1.000000"
slotmask = "1.000000"
slotmask1 = "1.000000"
slotwidth = "3.000000"
double_slot = "2.000000"
mclip = "0.350000"
gamma_out = "2.000000"
deconrry = "0.750000"
deconrby = "-0.750000"
decons = "1.500000"
post_br = "1.100000"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4"
SamplerLUT1 = "shaders_slang/crt/shaders/guest/advanced/lut/trinitron-lut.png"
SamplerLUT1_linear = "true"
SamplerLUT1_wrap_mode = "clamp_to_border"
SamplerLUT1_mipmap = "false"
SamplerLUT2 = "shaders_slang/crt/shaders/guest/advanced/lut/inv-trinitron-lut.png"
SamplerLUT2_linear = "true"
SamplerLUT2_wrap_mode = "clamp_to_border"
SamplerLUT2_mipmap = "false"
SamplerLUT3 = "shaders_slang/crt/shaders/guest/advanced/lut/nec-lut.png"
SamplerLUT3_linear = "true"
SamplerLUT3_wrap_mode = "clamp_to_border"
SamplerLUT3_mipmap = "false"
SamplerLUT4 = "shaders_slang/crt/shaders/guest/advanced/lut/ntsc-lut.png"
SamplerLUT4_linear = "true"
SamplerLUT4_wrap_mode = "clamp_to_border"
SamplerLUT4_mipmap = "false"

@thingsiplay what you think of those settings?

@Hyllian and @HyperspaceMadness how would you go about adding in those 3 checkerboard passes to the guest advanced ntsc shader, I guess they’ll be the first 3 at the top of the chain? Does that “linearize” pass need to be in the mix or can I discard that?

@guest.r is it possible to add the checkerboard dedither shader to your crt guest advanced ntsc shader? I tried to put them together just now and it failed. It’s a 4 pass shader chain that I’d like to add to the top of the chain.

I just quickly tested this new test preset on the variety of games I am testing. It looks great so far. But that is all I can comment for now, because I am not very knowledgeable about the various Shader settings. Still learning some basics here and mostly read your discussions. I’m more testing and compare on the end result from user perspective.

It’s posible, but you have to increase to number of passes and then re-number basically all of the passes in the chain.

2-phase ntsc filtering with ntsc adaptive sharpness can resolve dithering quite well, while keeping the ‘rainbow effect’. Like if it can resolve the ‘sonic waterfall’, it can do all the other dithering stuff to with same settings.

Checkboard dedither would allow a sharper setup though.

3 Likes

Yeah I’m aiming for a sharper look so I want to try out the checkerboard dedither method. Ok so I’m going to try it out, before I do will it be a problem if I discard the first two stock passes of your shader or do those stock passes need to remain there no matter what while I just add the other 4 dithering shader passes above it?

2 Likes

These two stock passes are there to make it easier to integrate other shaders, so you don’t have to keep them, but the alias “StockPass” should be kept in the pass before the afterglow0.slang shader pass.

3 Likes

Ok so I started renaming the chain but before I continue any further can you tell me if this is how it should look by keeping that stockpass alias before afterglow? Here’s how I got it looking so far:

filter_linear0 = "false"
wrap_mode0 = "clamp_to_border"
mipmap_input0 = "false"
alias0 = "LinearGamma"
float_framebuffer0 = "false"
srgb_framebuffer0 = "false"
scale_type_x0 = "source"
scale_x0 = "1.000000"
scale_type_y0 = "source"
scale_y0 = "1.000000"
shader1 = "shaders_slang/dithering/shaders/checkerboard-dedither/checkerboard-dedither-pass1.slang"
filter_linear1 = "false"
wrap_mode1 = "clamp_to_border"
mipmap_input1 = "false"
alias1 = ""
float_framebuffer1 = "false"
srgb_framebuffer1 = "false"
scale_type_x1 = "source"
scale_x1 = "1.000000"
scale_type_y1 = "source"
scale_y1 = "1.000000"
shader2 = "shaders_slang/dithering/shaders/checkerboard-dedither/checkerboard-dedither-pass2.slang"
filter_linear2 = "false"
wrap_mode2 = "clamp_to_border"
mipmap_input2 = "false"
alias2 = ""
float_framebuffer2 = "false"
srgb_framebuffer2 = "false"
scale_type_x2 = "source"
scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
shader3 = "shaders_slang/dithering/shaders/checkerboard-dedither/checkerboard-dedither-pass3.slang"
filter_linear3 = "false"
wrap_mode3 = "clamp_to_border"
mipmap_input3 = "false"
alias3 = ""
float_framebuffer3 = "false"
srgb_framebuffer3 = "false"
alias = "StockPass"
shader4 = "shaders_slang/crt/shaders/guest/advanced/afterglow0.slang"
filter_linear4 = "true"
wrap_mode4 = "clamp_to_border"
mipmap_input4 = "false"
alias4 = "AfterglowPass"
float_framebuffer4 = "false"
srgb_framebuffer4 = "false"
scale_type_x4 = "source"
scale_x4 = "1.000000"
scale_type_y4 = "source"
scale_y4 = "1.000000"

Is that what you meant?

1 Like

Yes, you are doing it right.

1 Like

You referenced alias for shader3 twice - should look like this:

shader3 = "shaders_slang/dithering/shaders/checkerboard-dedither/checkerboard-dedither-pass3.slang"
filter_linear3 = "false"
wrap_mode3 = "clamp_to_border"
mipmap_input3 = "false"
alias3 = "StockPass"
float_framebuffer3 = "false"
srgb_framebuffer3 = "false"
2 Likes

As @guest.r said and I mentioned earlier, if you’re already using ntsc shaders, you don’t need extra dedither shaders. Ntsc shaders (set to composite) already solve all kinds of dithering. The only drawback of ntsc shaders are blurring and bleeding.

3 Likes

Ok guys I finally got it solved, @guest.r thank you and everyone else for the assist here’s my new s-video preset:

shaders = "20"
shader0 = "shaders_slang/dithering/shaders/checkerboard-dedither/linearize.slang"
filter_linear0 = "false"
wrap_mode0 = "clamp_to_border"
mipmap_input0 = "false"
alias0 = "LinearGamma"
float_framebuffer0 = "false"
srgb_framebuffer0 = "false"
scale_type_x0 = "source"
scale_x0 = "1.000000"
scale_type_y0 = "source"
scale_y0 = "1.000000"
shader1 = "shaders_slang/dithering/shaders/checkerboard-dedither/checkerboard-dedither-pass1.slang"
filter_linear1 = "false"
wrap_mode1 = "clamp_to_border"
mipmap_input1 = "false"
alias1 = ""
float_framebuffer1 = "false"
srgb_framebuffer1 = "false"
scale_type_x1 = "source"
scale_x1 = "1.000000"
scale_type_y1 = "source"
scale_y1 = "1.000000"
shader2 = "shaders_slang/dithering/shaders/checkerboard-dedither/checkerboard-dedither-pass2.slang"
filter_linear2 = "false"
wrap_mode2 = "clamp_to_border"
mipmap_input2 = "false"
alias2 = ""
float_framebuffer2 = "false"
srgb_framebuffer2 = "false"
scale_type_x2 = "source"
scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
shader3 = "shaders_slang/dithering/shaders/checkerboard-dedither/checkerboard-dedither-pass3.slang"
filter_linear3 = "false"
wrap_mode3 = "clamp_to_border"
mipmap_input3 = "false"
alias3 = "StockPass"
float_framebuffer3 = "false"
srgb_framebuffer3 = "false"
shader4 = "shaders_slang/crt/shaders/guest/advanced/afterglow0.slang"
filter_linear4 = "true"
wrap_mode4 = "clamp_to_border"
mipmap_input4 = "false"
alias4 = "AfterglowPass"
float_framebuffer4 = "false"
srgb_framebuffer4 = "false"
scale_type_x4 = "source"
scale_x4 = "1.000000"
scale_type_y4 = "source"
scale_y4 = "1.000000"
shader5 = "shaders_slang/crt/shaders/guest/advanced/grade/pre-shaders-afterglow-grade.slang"
filter_linear5 = "true"
wrap_mode5 = "clamp_to_border"
mipmap_input5 = "false"
alias5 = "PrePass0"
float_framebuffer5 = "false"
srgb_framebuffer5 = "false"
scale_type_x5 = "source"
scale_x5 = "1.000000"
scale_type_y5 = "source"
scale_y5 = "1.000000"
shader6 = "shaders_slang/crt/shaders/guest/advanced/ntsc/ntsc-pass1.slang"
filter_linear6 = "false"
wrap_mode6 = "clamp_to_border"
mipmap_input6 = "false"
alias6 = "NPass1"
float_framebuffer6 = "true"
srgb_framebuffer6 = "false"
scale_type_x6 = "source"
scale_x6 = "4.000000"
scale_type_y6 = "source"
scale_y6 = "1.000000"
shader7 = "shaders_slang/crt/shaders/guest/advanced/ntsc/ntsc-pass2.slang"
filter_linear7 = "true"
wrap_mode7 = "clamp_to_border"
mipmap_input7 = "false"
alias7 = ""
float_framebuffer7 = "true"
srgb_framebuffer7 = "false"
scale_type_x7 = "source"
scale_x7 = "0.500000"
scale_type_y7 = "source"
scale_y7 = "1.000000"
shader8 = "shaders_slang/crt/shaders/guest/advanced/ntsc/ntsc-pass3.slang"
filter_linear8 = "true"
wrap_mode8 = "clamp_to_border"
mipmap_input8 = "false"
alias8 = ""
float_framebuffer8 = "false"
srgb_framebuffer8 = "false"
scale_type_x8 = "source"
scale_x8 = "1.000000"
scale_type_y8 = "source"
scale_y8 = "1.000000"
shader9 = "shaders_slang/crt/shaders/guest/advanced/custom-fast-sharpen.slang"
filter_linear9 = "true"
wrap_mode9 = "clamp_to_border"
mipmap_input9 = "false"
alias9 = "NtscPass"
float_framebuffer9 = "false"
srgb_framebuffer9 = "false"
scale_type_x9 = "source"
scale_x9 = "1.000000"
scale_type_y9 = "source"
scale_y9 = "1.000000"
shader10 = "shaders_slang/crt/shaders/guest/advanced/stock.slang"
filter_linear10 = "true"
wrap_mode10 = "clamp_to_border"
mipmap_input10 = "true"
alias10 = "PrePass"
float_framebuffer10 = "false"
srgb_framebuffer10 = "false"
scale_type_x10 = "source"
scale_x10 = "1.000000"
scale_type_y10 = "source"
scale_y10 = "1.000000"
shader11 = "shaders_slang/crt/shaders/guest/advanced/avg-lum-ntsc.slang"
filter_linear11 = "true"
wrap_mode11 = "clamp_to_border"
mipmap_input11 = "true"
alias11 = "AvgLumPass"
float_framebuffer11 = "false"
srgb_framebuffer11 = "false"
scale_type_x11 = "source"
scale_x11 = "1.000000"
scale_type_y11 = "source"
scale_y11 = "1.000000"
shader12 = "shaders_slang/crt/shaders/guest/advanced/linearize-ntsc.slang"
filter_linear12 = "true"
wrap_mode12 = "clamp_to_border"
mipmap_input12 = "false"
alias12 = "LinearizePass"
float_framebuffer12 = "true"
srgb_framebuffer12 = "false"
scale_type_x12 = "source"
scale_x12 = "1.000000"
scale_type_y12 = "source"
scale_y12 = "1.000000"
shader13 = "shaders_slang/crt/shaders/guest/advanced/crt-guest-advanced-ntsc-pass1.slang"
filter_linear13 = "true"
wrap_mode13 = "clamp_to_border"
mipmap_input13 = "false"
alias13 = "Pass1"
float_framebuffer13 = "true"
srgb_framebuffer13 = "false"
scale_type_x13 = "viewport"
scale_x13 = "1.000000"
scale_type_y13 = "source"
scale_y13 = "1.000000"
shader14 = "shaders_slang/crt/shaders/guest/advanced/gaussian_horizontal.slang"
filter_linear14 = "true"
wrap_mode14 = "clamp_to_border"
mipmap_input14 = "false"
alias14 = ""
float_framebuffer14 = "true"
srgb_framebuffer14 = "false"
scale_type_x14 = "absolute"
scale_x14 = "800"
scale_type_y14 = "source"
scale_y14 = "1.000000"
shader15 = "shaders_slang/crt/shaders/guest/advanced/gaussian_vertical.slang"
filter_linear15 = "true"
wrap_mode15 = "clamp_to_border"
mipmap_input15 = "false"
alias15 = "GlowPass"
float_framebuffer15 = "true"
srgb_framebuffer15 = "false"
scale_type_x15 = "absolute"
scale_x15 = "800"
scale_type_y15 = "absolute"
scale_y15 = "600"
shader16 = "shaders_slang/crt/shaders/guest/advanced/bloom_horizontal.slang"
filter_linear16 = "true"
wrap_mode16 = "clamp_to_border"
mipmap_input16 = "false"
alias16 = ""
float_framebuffer16 = "true"
srgb_framebuffer16 = "false"
scale_type_x16 = "absolute"
scale_x16 = "800"
scale_type_y16 = "absolute"
scale_y16 = "600"
shader17 = "shaders_slang/crt/shaders/guest/advanced/bloom_vertical.slang"
filter_linear17 = "true"
wrap_mode17 = "clamp_to_border"
mipmap_input17 = "false"
alias17 = "BloomPass"
float_framebuffer17 = "true"
srgb_framebuffer17 = "false"
scale_type_x17 = "absolute"
scale_x17 = "800"
scale_type_y17 = "absolute"
scale_y17 = "600"
shader18 = "shaders_slang/crt/shaders/guest/advanced/crt-guest-advanced-ntsc-pass2.slang"
filter_linear18 = "true"
wrap_mode18 = "clamp_to_border"
mipmap_input18 = "false"
alias18 = ""
float_framebuffer18 = "true"
srgb_framebuffer18 = "false"
scale_type_x18 = "viewport"
scale_x18 = "1.000000"
scale_type_y18 = "viewport"
scale_y18 = "1.000000"
shader19 = "shaders_slang/crt/shaders/guest/advanced/deconvergence-ntsc.slang"
filter_linear19 = "true"
wrap_mode19 = "clamp_to_border"
mipmap_input19 = "false"
alias19 = ""
float_framebuffer19 = "false"
srgb_framebuffer19 = "false"
scale_type_x19 = "viewport"
scale_x19 = "1.000000"
scale_type_y19 = "viewport"
scale_y19 = "1.000000"
CD_MITIG_NEIGHBRS = "4.000000"
CD_MITIG_LINES = "1.000000"
g_crtgamut = "0.000000"
g_vignette = "0.000000"
g_cntrst = "0.400000"
g_lift = "-0.030000"
quality = "0.000000"
ntsc_scale = "2.250000"
ntsc_sharp = "-10.000000"
ntsc_shape = "1.000000"
blendMode = "0.000000"
CSHARPEN = "2.000000"
CCONTR = "0.000000"
S_SHARP = "1.500000"
SIGMA_VB = "0.750000"
bloom = "-0.500000"
mask_bloom = "0.200000"
bloom_dist = "0.200000"
halation = "0.100000"
gamma_c = "1.360000"
brightboost1 = "1.000000"
gsl = "-1.000000"
warpX = "0.050000"
warpY = "0.070000"
csize = "0.080000"
bsize1 = "0.300000"
shadowMask = "6.000000"
maskstr = "1.000000"
slotmask = "1.000000"
slotmask1 = "1.000000"
slotwidth = "3.000000"
double_slot = "2.000000"
mclip = "0.350000"
gamma_out = "2.000000"
deconrry = "0.750000"
deconrby = "-0.750000"
decons = "1.500000"
post_br = "1.100000"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4"
SamplerLUT1 = "shaders_slang/crt/shaders/guest/advanced/lut/trinitron-lut.png"
SamplerLUT1_linear = "true"
SamplerLUT1_wrap_mode = "clamp_to_border"
SamplerLUT1_mipmap = "false"
SamplerLUT2 = "shaders_slang/crt/shaders/guest/advanced/lut/inv-trinitron-lut.png"
SamplerLUT2_linear = "true"
SamplerLUT2_wrap_mode = "clamp_to_border"
SamplerLUT2_mipmap = "false"
SamplerLUT3 = "shaders_slang/crt/shaders/guest/advanced/lut/nec-lut.png"
SamplerLUT3_linear = "true"
SamplerLUT3_wrap_mode = "clamp_to_border"
SamplerLUT3_mipmap = "false"
SamplerLUT4 = "shaders_slang/crt/shaders/guest/advanced/lut/ntsc-lut.png"
SamplerLUT4_linear = "true"
SamplerLUT4_wrap_mode = "clamp_to_border"
SamplerLUT4_mipmap = "false"

@thingsiplay try those settings out, that’s pretty much going into my next update.

@Hyllian I’m using the s-video setting with ntsc. The guest advanced ntsc version is the only one that gives me the look I’m going for, vanilla advanced, hd etc if I used one of those I would have to reconstruct my parameters to suit one of those versions so that’s why I choose the ntsc version.

I won’t be able to put out a shader pack update until later though, work again. I’ll be on later to finally finish this

5 Likes

In sega genesis and as far as I have seen records, s-video is less blurry than composite or even RF but doesn’t have any rainbow at all. It’s fair enough to have it available for the dithering department. Even though I think the recent releases by Nesguy or crt hyllian, they approach very well to that type of looking.

As always, looking up for your wonderful presets. Thank you again for sharing, bud.

2 Likes

Ok it’s finally done, my s-video presets have finally been updated. I took some liberties and had some fun by adding in both the checkerboard dedither shader plus the sgenpt-mix shader and made a combo, I think it came out pretty good.

Mega Man X4 for Sega Saturn:

New link above in the first post here.

@thingsiplay With this new link you can finally finish your article. Hope you all enjoy.

6 Likes

Nice s-video config!

4 Likes

Looks pretty good to me, great update.

4 Likes

Does your comparison needs to fill some criterion or just being a crt shader is ok?

3 Likes

Basically being a RetroArch Shader is all it needs to be. I prefer default values without parameters, because it is easier. The selection of Shader should make sense to what I am comparing, in example in this case NTSC only (well it started as ntsc only, but added a few other too, so this is not consistent) because that is what the sonkun’s presets are all about.

3 Likes

HSM Mega Bezel Reflection Shader is now an official “RetroArch Shader” since version 1.10.3 by the way.

The following video filter presets are also a part of RetroArch as of the latest 1.11.0 release!

  • Blargg_SNES_Custom_Psuedo_MD_Composite.filt
  • Blargg_SNES_Custom_Psuedo_MD_S-Video.filt
  • Blargg_SNES_Custom_Psuedo_PCE_PSX_SNES_Composite.filt
  • Blargg_SNES_Custom_Psuedo_PCE_PSX_SNES_S-Video.filt
  • Blargg_SNES_Custom_Psuedo_PCE_PSX_SNES_RGB.filt

These are identical to my Custom Blargg Video Filter Presets that I recommend for use with some of my Shader Presets which are:

  • Blargg_NTSC_Genesis_Composite_CyberLab_Special_Edition.filt
  • Blargg_NTSC_Genesis_S-Video_CyberLab_Special_Edition.filt
  • Blargg_NTSC_Turbo_Duo_SNES_PSX_Composite_CyberLab_Special_Edition.filt
  • Blargg_NTSC_Turbo_Duo_SNES_PSX_S-Video_CyberLab_Special_Edition.filt
  • Blargg_NTSC_Turbo_Duo_SNES_PSX_RGB_CyberLab_Special_Edition.filt

So no pressure, just letting you know that things have changed since your last roundup and these which were separate downloads before are now a part of the official RetroArch experience.

2 Likes

Hi, I know HSM Mega Bezel is very popular and part of RetroArch now. I wanted to cover this already! The problem is, that I use an automated script for that and these preset require some settings and extra care, because of the bezels. It is definitely doable, but at the moment does not work well with my setup. I want to give them a shot in the future. Will have a look on these later.

BTW did not expect so much interest.

2 Likes

@Hyllian and @thingsiplay those shots look amazing. I’m glad everything turned out good, I came up with the idea to mix sgenpt-mix and the checkerboard dithering shader last minute. Basically I was looking for an exact gdapt shader replicate because I liked how it handled dithering, not only does this combo do exactly what gdapt did but without the false positive vertical lines, I now also get the bonus of the checkerboard dithering. I could have just used sgenpt-mix alone to achieve both affects but using that shader at default settings wasn’t really giving me a look I was satisfied with, the image ended up looking too blurry than what I originally had it as even though it solved the dithering issues.

That’s when the idea of combining those two shaders came up, wasn’t sure I would pull it off but it came out looking amazing

3 Likes

cboard from sgenpt-mix isn’t so advanced as the one in checkerboard-dedither. So, it’s better combining both shaders, setting sgenpt-mix to blend only VL (jailbar dithering). You chose it correctly in your presets.

4 Likes