@B-Nerd you can try pastebin.com to avoid unsightly large walls of text like that.
Yeah hunterk told him the same thing in the discord app, guess he didn’t know at first.
I edited this to format it.
For creating a log it’s also helpful to launch a fresh retroarch, load the game, then load the shader then exit, then the log will be as short as possible.
If you are getting a black screen with the shader, and the retroarch UI is still working properly, then it’s something in the shader evaluation on the GPU which is outputting black. When this is the case usually nothing shows up in the log.
Very light scanlines are visible, not completely black.
You’re getting a weird image too?
Nope, works here. Tested on Linux + intel + GLCore
make sure you have the latest guest shader installed, you can find the link in the first post of this thread.
FINALLY BACK ON!!!
My internet was knocked out for 27 days so what are the new updates?
You came back right on time actually as I’m zipping up my latest update now and getting ready to release it just in time for the holidays.
Thank goodness. You know I love your shaders.
New Version Release (12-23-2023)
Changes Made
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Still uses guest.r’s latest shader update version (2023-12-02-r1) like my previous update so if you’ve already upgraded to that one you’re good to go.
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Changed all “normal” US preset white point temperature settings from 7500k to 7100k l, all “cool” US white point settings from 8500k to 7700k, Pal “normal” white point settings from 7500k to 6900k and Pal “cool” settings from 8500k to 7500k (grade shader settings).
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Changed the “crt contrast” setting from 35.00 to 25.00 (grade shader settings).
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Lowered the “contrast” setting from -50.00 to -10.00 and defaulted the “contrast pivot” setting to default (grade shader settings).
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Lowered both the “white-red tint” and “white-green tint” to 0.90 and 0.88 (grade shader settings).
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Raised the “ntsc filtering gamma correction” setting to 1.08 making composite look a bit sharper.
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Lowered the “magic glow cutoff” setting from .08 to .05 (seems to lighten up and display more small pixel details in the background)
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Raised the “bright boost dark pixels” setting from .50 to .75 to brighten up dark pixels a bit more.
Couple of screenies: (All from the composite preset)
Download the latest pack in the first post.
I tested out many different looks from tweaking trying to see if I could come up with something unique bit ultimately ended up with what’s here now.
My main goal was to lower the contrast and get rid of that “orange-like” tint it was giving off at the previous values it was on to bring colors back to a more “neutral” state and to get a sharper composite image, I aim to get the cleanest composite image I can get while still getting all the proper dithering effects.
Hope you guys enjoy the new look.
Thank you and Merry Xmas to y’all
You’re welcome and likewise.
New Version Release (12-25-2023)
Changes Made
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Tweaked Magic Glow settings for a brighter image.
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Few tweaks in the “grade” shader.
Composite shots:
Download the latest pack in the first post.
This is a small update but I wasn’t satisfied with how the brightness looked in the previous pack after switching to the new look so I gave that area a little boost with some magic glow tweaking.
Hi there! I tested out the new presets on MediEvil II, and I have to say that I really like the result. But I noticed that there is a moire effect on the slot mask preset (03) in curvature mode, which is not present in the apperture version, also with curvature enabled. I’m using 4k btw. I had an older version installed before testing the latest version and there was no moire effect in the older preset.
Also, what presets would you recommend for arcade games?
That moire was probably always there but was “masked” and “hidden” by the old contrast settings, I actually used contrast to help hide some moire, crazy that trick even worked. Once I lowered that setting I’m assuming the moire returned. Is that a N64 game there?
For arcade I always use Slot Mask RGB.
I might put out another update pack, still messing around with brightness settings
Hi. MediEvil II is a PS1 game. I try a lot of different presets and my preference changes all the time, so I use a lot of different shaders.
Ah ok. I plan on putting out another update later today hopefully you’ll try it out and see if your issue is resolved.
Whenever I try switching to a new look I sometimes go back and retweak a pack about 2 to 3 more times, sometimes I feel like I hit a sweet spot with a certain look then I let it sit for a day then come back to it later with fresh eyes and start realizing something I didn’t notice from before from staring at the screen for too long, such is the life of a tweaker lol
New Version Release (01-05-2024)
Changes Made
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Tweaked a couple settings in the “grade” shader portion of the preset such saturation (raised it up a little bit), contrast, crt contrast, white-red/green tint, crt hue settings.
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Tweaked a few settings in the guest advanced hd/ntsc shader such as magic glow cutoff, magic glow low strength, interlace brightness, bright boost dark pixels (lowered it), base (black) mask strength (raised it), ntsc brightness and ntsc filtering gamma correction (raised them both a bit for more sharpness/brightness).
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Still uses guest.r’s latest shader update version (2023-12-02-r1)
Couple screen shots mostly all with the RGB preset:
Grab the pack in the first post.
Starting the new year off with a fresh new pack with a slightly new look, The main two stand out settings is “crt-hue” from “grade” and raising the “base mask” setting in “guest”. This is my first time using the crt hue setting in any pack, it changes the whole image up especially on skin tones, gives everything a fresh new look. Another is raising the base mask setting, I like how it brightens up darker areas especially in backgrounds, you’ll get no “perfect blacks” with this setting cranked up lol.
Hope you guys like the new look.