New sonkun crt guest advanced hd presets thread

It may make sense to calibrate it on an image from a console that does svideo normally.

1 Like

It’s all good I already decided to go with that look from the video since you already stated that svideo is not that far off from rgb.

I went for this exact look as far as the waterfall goes:

image

I turned the blend level down to 0 in the sgenpt-mix parameters as well as raised the deconvergence to 125 red and 125 blue on the “y” axis.

So there you have it, new sharper s-video presets that resembles the look on real hardware (even though it’s modded). You guys can try it out by grabbing the new link at the usual post.

4 Likes

Yo everyone, just dropped my latest shader pack (10/13/2022)

I did various tweaks on all 3 preset types (composite, svideo and rgb).

Uses guest latest shader update Version (2022-10-15-r1):

Shaders look more vibrant and colorful than the last update.

Grab the lateset pack here.

4 Likes

Hey sonkun, congratz on the new updates. I am curious to how it changed, as I am loosely following your guys discussions. Will play with them soon. Edit: never mind, I missed something from last update.

Here some images playing Virtual Boy Wario Land on PC using: 1440p/03-crt-guest-advanced-ntsc-slotmask-default-rgb

Spriggan Mark II on PC Engine CD: 1080p/01-crt-guest-advanced-ntsc-slotmask-default-composite (But this one is played on my Steam Deck at screen resolution 800p using 1080p shaders)

3 Likes

That looks nice on VB and even on the Steam Deck my shaders look nice.

Off the top of my head I remember tweaking the tvout shader parameters on the composite presets, the two tvout chroma and tvout luma settings.

For the s-video presets I played around with the checkerboard dedither shader parameters. I turned the gamma slider off cause it was causing extra blurry pixels on characters.

Turned halation off, raised the mask bloom up from 20 to 25.

Gave all 3 presets the same deconvergence settings, tweaked subtractive sharpness on all 3 as well. Lowered the corner and border size settings.

I think that’s mostly all the changes.

2 Likes

I noticed too s-video seem to look sharper than before. Tried Garou Mark of the Wolf (Arcade) on the small screen with RGB variant of your shader. Looks pretty good to me. The colors pop out and for a moment I thought it is an OLED screen. :smiley: I think I am playing Arcade games with this on the smaller screen (720p/800p) for now.

3 Likes

Glad you noticed, they all got an increase in sharpness especially the composite ones, it’s the sharpest I’ve gotten it so far while still being able to blend games properly that make use of dithering.

3 Likes

This made me remember something…

1 Like

Man that’s a old post there that’s when my presets were still extra blurry. Wait why does what I said about the sharpness remind you of that old post?

1 Like

Because that was the entire point of my post. I’m not surprised now by the natural progression of your presets from being softer with more noise to being sharper with less noise. That’s why I said, “Makes me wonder where @sonkun’s noise settings will be by Christmas! Lol”

1 Like

Ah I see now. The evolution has been crazy the past couple months, I feel like my presets finally came into their own and found its own lane now. I wonder where they’ll go from here. Even now as I’m typing this I’m wondering if I should do another tweak to them lol.

Contemplating if I should remove the checkerboard dedither shader from the chain on my svideo presets, I only added it for Sega Saturn games as a bonus really, it’s definitely not needed at all. I also read that Hyllian is gonna work on the sgenpt-mix shader to get it to work better in this thread. If that gets updated maybe I can just use that shader for checkerboard and/or vertical line dithering. Guess I’ll see how that plays out soon.

1 Like

*New Release Version (10-17-2022)

Changes made:

I put the subtracted sharpness settings back to default values for the composite presets, the blurry look fits better with games from the 8-16 bit era over the more sharper look imo.

Changed the naming scheme up a bit on both the “default” and “alt” presets so if you saved one of those presets you’ll have to save it again under the new name.

Uses guest.r latest shader release Version (2022-10-17-r1):

Grab the new link in the first post.

4 Likes

Today I had a quick look (yeah almost anything I do is a quick-something.^^). I must say the changes you did to composite variants look better in slight blurriness. I never couldn’t like the fact they looked sharper than s-video in recent changes. But now s-video looks almost indistinguishable to rgb variants (at least at 1080p with the few test shots). And to be honest, that is probably more accurate than a blurry s-video. But how do they differ in theory? I need to test more. :slight_smile:

1 Like

Yeah the blurriness looks better for the older games so I’ll be sticking to that look for the composite presets going forward. For s-video the only difference between that and the rgb preset at this point is that I added in the checkerboard and vertical line dithering to the s-video pass and that rgb is slightly sharper that’s about it.

Also here’s a sneak peek at what I’m working on for my next shader pack. Here’s how the rgb u-cool preset looks in the current pack:

Here’s what I’m working on now:

I love how it looks, the scanlines are thicker and the image looks sharper, only problem is this new preset I’m working on created a lot more moire on the screen with the curvature. So I’m at a point of looking for a balance to keep that look and reduce (get rid of) the moire. It’s already proving to be a challenge without integer scaling but I’ll come up with something soon.

2 Likes

Indeed, it looks better to me too. I like also how Elena’s thick right leg looks nice resolved on the black border. I mean this portion:

grafik

And I do not see much of an moire issue. Maybe it is because of rescaling the image for you or not visible on this particular example? Or maybe I just don’t see it right now. Edit: Although it does not look too different after second view. It’s part of the thicker scanline effect that gave me this impression.

1 Like

Yup right there is where you can notice that shader sexiness lol. I don’t think you can see the moire through the pic but it’s definitely there running certain games especially psx fmv scenes, n64 and some mame games. This isn’t my first time trying to achieve that look, this is probably my 3rd time attempting that look before settling with a look that ends up looking like the first pic. If I still have the settings saved I’ll post it up later when I get home so you can try it out yourself and see.

If I can’t find a way to keep that look from the second pic but with reduced (no) moire than I’ll find a way to get a look between the both of them at the least

1 Like

Here’s the settings used in that second pic:

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 = "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"
g_signal_type = "0.000000"
g_crtgamut = "1.000000"
g_space_out = "1.000000"
g_vignette = "0.000000"
g_cntrst = "0.100000"
wp_temperature = "9304.000000"
g_lift = "-0.030000"
quality = "-1.000000"
ntsc_scale = "2.250000"
ntsc_sharp = "-10.000000"
ntsc_shape = "1.000000"
blendMode = "0.000000"
CSHARPEN = "2.000000"
CCONTR = "0.000000"
S_SHARP = "1.600000"
spike = "1.500000"
SIGMA_VB = "0.750000"
bloom = "-0.750000"
bloom_dist = "0.400000"
halation = "-0.100000"
gamma_c = "1.350000"
gsl = "-1.000000"
scanline1 = "2.500000"
scanline2 = "14.000000"
beam_min = "1.799999"
beam_max = "0.600000"
beam_size = "0.750000"
scans = "1.649999"
scan_falloff = "0.650000"
warpX = "0.050000"
warpY = "0.070000"
csize = "0.020000"
bsize1 = "0.200000"
shadowMask = "6.000000"
maskstr = "1.000000"
slotmask = "1.000000"
slotmask1 = "1.000000"
slotwidth = "3.000000"
double_slot = "2.000000"
gamma_out = "2.000000"
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"
1 Like

What is this based on? I did a quick diff with your 03- rgb based Shader, after equalizing the paths. This is what I get:

$ diff *.slangp
201c201,202
< g_crtgamut = "0.000000"
---
> g_crtgamut = "1.000000"
> g_space_out = "1.000000"
203c204,205
< g_cntrst = "0.400000"
---
> g_cntrst = "0.100000"
> wp_temperature = "9304.000000"
212a215
> spike = "1.500000"
214,217c217,220
< bloom = "-0.500000"
< mask_bloom = "0.250000"
< bloom_dist = "0.200000"
< gamma_c = "1.360000"
---
> bloom = "-0.750000"
> bloom_dist = "0.400000"
> halation = "-0.100000"
> gamma_c = "1.350000"
218a222,228
> scanline1 = "2.500000"
> scanline2 = "14.000000"
> beam_min = "1.799999"
> beam_max = "0.600000"
> beam_size = "0.750000"
> scans = "1.649999"
> scan_falloff = "0.650000"
229d238
< mclip = "0.350000"
231,232d239
< deconrry = "1.500000"
< deconrby = "-1.500000"

And to be honest, I still need to dive in and get more understanding of these options and values. Will check it out in the emulator tomorrow (=later).

1 Like

I used the 15 rgb preset and it’s based on some old Slot Mask settings that guest.r posted a long time ago in this post. I always liked those settings and would come back to them every now and then and try to make a preset based on that.

1 Like

New Release Version (10/28/2022)

First major change, I swapped out the ntsc version for the hd version so all presets going forward now uses the crt-guest-advanced-hd shader. @thingsiplay you might have to edit your article once again if you choose to, sorry sorry lol

The naming scheme has now also changed, “ntsc” has been swapped for “hd” in all presets

Removed “mask bloom” altogether from all presets, raised minus bloom up to -80, bloom distribution up to .30

Turned down contrast from .40 to .10 restoring some brightness to darker backgrounds

Reduced saturation to -12 in the “grade” settings

Reduced gamma correct from 1.37 to 1.20

reduced scanline beam shape Center to 5.00

Raised subtractive sharpness and sharpness definition to 2.00 for both the svideo and rgb presets making both presets sharper

Reduced both red and blue deconvergence type y from.1.50 to 1.00

Reduced post brightness from 1.10 to 1.08 on 4k presets

Fixed a weird issue where there were thin faint vertical lines all across the screen in the composite presets

Uses guest.r latest shader update Version (2022-10-28-r1)

You can all grab the new pack up in the first post.

Hope you all enjoy.

Edit: Retweaked saturation and a couple other settings, new link in the same spot.

2 Likes