New sonkun crt guest advanced hd presets thread

That could be the case as well, I also know that I can sometimes go a little crazy with brightness settings as well lol.

Ah so you base your presets on referencing the raw image? I use to do that but wasn’t getting satisfactory results so I just said to hell with it and just did my own thing. I don’t even use the test suite everything is done by eyeballing and what my eyes thinks looks good on the screen.

@telepathos it’s definitely in the right location. Did you update your shaders slang folder? The res swtch shader is newly added so maybe you don’t even have it yet in your crt folder. It’s called “crt-resswitch-glitch-koko”. Also lol at “sonkun-rgb-lessglow”

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Well I didn’t know I needed to update them since your presets worked, yeah that solved it. Ahah yes I do find your presets a bit too bright for my taste, don’t take it the wrong way.

Mine:

Yours:

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Actually these new test presets look less bright to me? is my brain playing tricks?

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Nice you got it working. Mines definitely looks bright there. Maybe I should do some retweaking, I noticed when I lowered the Magic glow distribution setting from default 1.00 I gained brightness and lost some of the thickness in the scanlines.

Yes, I roughly use the raw image to try keeping a balanced image and not going too much overboard (not just for brightness but also colors and contrast). I recently also lowered my monitor brightness (from 100 to 80) and I am referencing raw image and sometimes the 240p suite more than before and now my presets are actually getting brighter!

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I noticed when I lowered the Magic glow distribution setting from default 1.00 I gained brightness and lost some of the thickness in the scanlines.

Yeah I wanted thicker scanlines as well

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Nice, that explans more about your preset pic. I’m glad to read these replies, if I don’t recieve any kind of feedback I assume people just like what was given to them and leave things as is.

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Try hitting start on that magic glow setting to default it and tell me if that looks better to you.

That setting definitely makes things a bit extra bright.

Magic glow distribution at .20:

Default at 1.00:

It’s still bright but not like it is at .20 and I gain that thickness back in the scanlines. I should whip up a quick update for this real fast. You can see the grey Super bar meter light up if you go back to back between the pics lol

yup definitely noticeable

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Truth be told I like some of the added brightness that setting gives but I do want the scanline thickness back as well. Maybe bring it up to about .70 could work to get them both? Maybe even .80 or .85. Either way I gotta change it from .20 at least.

Edit: I got a few settings I’m testing out. Next update will also include the new res switch shader as well, defaulted that magic glow distribution setting as well, was too much.

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Hello i would like to know how many inches does your monitor has? mr sonkun

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It’s a 65 inch 4k tv. I just finished applying the new koko res switch shader to all my presets last night. Only thing left to do now is some retweaking. If things go well maybe I can post up a new preset pack tonight.

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A modified sonkun aperture grille 1080p preset made to fill my preferences over my display and in image

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Nice. What settings did you tweak? One of (the main setting) I ended up tweaking in my next update was “crt-brightness” within the grade shader. Turning that down from the default 5.0 to something lower helped a lot to get rid of some of that excessive brightness.

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sonkun, the RF-megadrive-rainbows-U presets does weird stuff to my display. Like it’s like jittery across my desktop screen. Is that normal or it’s my monitor?

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Yeah it does that by design from the old mame_ntsc shader. I would like to make it a bit smoother looking but I don’t think I’ll be able to do that unless I go into the text files itself and start changing code which I’m not an expert at.

There’s a new megadrive rainbow shader that was just brought over recently called “ntsc-blastem” in the ntsc folder. It seems to work better than what I’m using but it’s too blurry for my taste. If I can get a nice sharpened look with that shader it could be a potential replacement for my md rainbow presets.

shaders = "18"
shader0 = "shaders_slang/crt/shaders/guest/advanced/stock.slang"
filter_linear0 = "false"
wrap_mode0 = "clamp_to_border"
mipmap_input0 = "false"
alias0 = ""
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/crt/shaders/guest/advanced/stock.slang"
filter_linear1 = "false"
wrap_mode1 = "clamp_to_border"
mipmap_input1 = "false"
alias1 = "StockPass"
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/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 = "800"
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 = "800"
scale_type_y13 = "absolute"
scale_y13 = "600"
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 = "800"
scale_type_y14 = "absolute"
scale_y14 = "600"
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 = "800"
scale_type_y15 = "absolute"
scale_y15 = "600"
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"
g_crtgamut = "1.000000"
wp_temperature = "7104.000000"
g_CRT_l = "2.400000"
g_CRT_c = "35.000000"
g_hue_degrees = "-3.000000"
g_U_MUL = "1.090000"
g_V_MUL = "1.080000"
g_CRT_sl = "23.000000"
g_vignette = "0.000000"
g_cntrst = "-0.200000"
g_sat = "0.100000"
wlr = "0.940000"
wlg = "0.940000"
br = "-0.100000"
LUT1_toggle = "1.000000"
ntsc_cscale = "4.000000"
ntsc_bright = "1.030000"
ntsc_gamma = "1.100000"
ntsc_ring = "1.000000"
ntsc_sharp = "-1.000000"
ntsc_shape = "1.000000"
CSHARPEN = "0.500000"
CCONTR = "0.250000"
DEBLUR = "1.250000"
GAMMA_INPUT = "2.399999"
gamma_out = "2.399999"
interm = "4.000000"
iscan = "0.250000"
iscans = "0.000000"
S_SHARP = "3.000000"
HSHARP = "0.000000"
spike = "1.500000"
m_glow = "1.000000"
m_glow_cutoff = "0.020000"
m_glow_low = "2.000000"
m_glow_high = "6.500000"
m_glow_dist = "0.200000"
m_glow_mask = "0.750000"
SIGMA_H = "0.300000"
SIGMA_V = "0.300000"
glow = "0.430002"
bloom = "-1.000000"
bloom_dist = "1.000000"
halation = "-0.200000"
brightboost = "0.300000"
brightboost1 = "0.500001"
clips = "0.010000"
gsl = "2.000000"
scanline1 = "20.000000"
scanline2 = "20.000000"
beam_min = "1.000000"
beam_max = "2.999998"
beam_size = "0.000000"
scans = "0.000000"
scan_falloff = "0.650000"
ssharp = "0.150000"
scangamma = "16.000000"
warpX = "0.050000"
warpY = "0.070000"
csize = "0.035000"
shadowMask = "6.000000"
maskstr = "1.000000"
maskboost = "1.100000"
mask_zoom = "1.000000"
mask_layout = "1.000000"
mask_gamma = "1.000000"
smoothmask = "1.000000"
bmask = "0.050000"
deconrry = "0.500000"
deconrgy = "0.500000"
deconrby = "0.500000"
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"

the brightness i reduce over at my amd driver, i changed things such as ntsc ,g space out, sharpness, magic glow strength and mask zoom to look good in my old bgr 1080p 40-45 inches tv, g space out of your default preset may already look good enough in my tv i’m testing that one out

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Thank you, Sonkun. I thought my 4k was just fucking ass lol. I’ll try that until your next update for MD Rainbow presets. Keep up the good job, sonkun. You and Retro Crisis shaders presets are my favorites.

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@Theoldnation nice, post up a few shots when you finish, I always like to see different takes on my presets.

@Superdonkeyjack No your 4k is just fine lol. In a way the rf presets looking like ass was kind of my intention anyway lol. It’s a nice contrast to the composite presets which I’ve tried to make look sharp and clear.

Thank you I appreciate it. Yes Retro has been coming into his own with every shader release, I’ve been keeping a eye on his presets. I’m glad he got into the lab and started experimenting and tweaking, the more variety of shader presets the better I say.

By the way I’m zipping up my latest release and getting ready to put it out in a few minutes so be on the look out soon.

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New Version Release (01-25-2024)

Changes Made

  • Retweaked magic glow settings, returned the magic glow distribution setting back to default setting (1.00) and raised magic glow low strength to 5.00.

  • Lowered “crt brightness” within the grade shader from .50 to .30

  • Switched the “interlace mode” in all presets from the interpolation value (4.00) to “normal” (1.00), also defaulted the “interlacing scanline” setting back to default (.0 20).

  • Raised “bright boost dark pixels” setting from .50 to .80.

  • Introducing a brand new feature to the sonkun presets is the new "crt-resswitch-glitch-koko " shader by our amazing member @kokoko3k. This setting brings back a long lost forgotten crt feature when resolutions switch and the screen would “flicker” real fast on the screen indicating the switch. You can see examples of it and read about it more in this thread. Also many thanks to @Ranmori for reminding us of this forgotten crt feature.

Example pic of it in action:

Download the latest pack in the first post.

Couple more screenies:

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