New sonkun crt guest advanced hd presets thread

this happens on Linux as well across all 3 variants (shadow, slot, aperture)

New Version Release (03-03-2024)

Changes Made

  • Uses guest.r shader version 2024-02-29-r1.

  • Uses the brand new “Magic Glow Alternate mode (2.0)” setting.

  • Magic Glow settings have been retweaked to take advantage of the new Magic Glow 2.0.

Basically we’re going from this:

Previous rgb preset:

to this:

Couple screenies: (Mixture of RGB and composite shots using all 3 mask types)

Download this latest pack in the first post.

I more or less tried to keep the overall look of the glow the same way it looked in the previous pack but with the new benefits of the new magic glow setting which allows me to crank up glow settings without it “smothering” the crt mask as much as before resulting in being able to better see the mask/scanlines a bit clearer. If you liked the previous pack then you should like this one as well.

12 Likes

Amazing job, sonkun.

2 Likes

Thank you. This new magic glow is amazing, something about it just hits different from the previous glow. I don’t know how he did it but guest.r is a madman genius.

Edit:

Was messing around with some import games and came across this cool Super Famicom game:

It’s a nice arcade style fast paced action game, coupled with the AI Service translation to help with the story It’s a nice playthrough.

6 Likes

Hi @sonkun, I am still trying to figure out how a proper VGA preset would look like for Dreamcast and DOS games. I use your rgb preset and activate VGA double scan and set interlacing options to 1.0. Since I don’t have a CRT to compare to I am not sure if that’s authentic. What are your thoughts?

1 Like

I’m assuming that should give you the VGA look with what you said you did there. I’ve never played Dreamcast through VGA when I played on real hardware so I’m not too sure how it should look but I think just activating that setting should give the proper look.

Looks like eight man on the neo geo. The second through the fourth picture reminds me of the first level in the same game.

2 Likes

Wow you’re right. Eight Man was released in '91 and that game came out later in '93, maybe the devs took some inspiration from Eight Man when they made it. One of the best things about emulation for me is discovering hidden gems that I never knew existed back in the 90’s especially on systems like megadrive, snes saturn and ps1.

for dos, Dosbox Staging has added a preset that comes very close

So far your shaders have worked great for every game I’ve play however I recently installed the Zelda Remastered HD Pack in RetroArch (with the Mesen Core) and the screen seems to shake this is especially noticeable at the title screen and the save file selection screen. I don’t see the shaking happen when I turn the filter off. I tested another HD Pack for Megaman and it seems to work fine so the shaking is only happening with Zelda with your shader turned on. Any idea what’s happening?

Zelda Remastered - https://www.romhacking.net/forum/index.php?topic=31559.0

Megaman Super - https://www.romhacking.net/forum/index.php?topic=25426.0

1 Like

I never played either one of those but I’m gonna assume the Zelda game is probably triggering the interlacing mode which I’ve set to normal which indeed does give that “screen shaking” effect. Try going into the parameters and changing “Interlace Mode” from 1.00 to 4.00 and see if that helps.

Yes that fixed it. So if I want to make that a permanent change I would need to back out of parameters and click the SAVE option correct? Would this change have any negative impact to any other games?

1 Like

If you want to save for just that one game, go to save preset/save game preset and that change you made will just effect that one Zelda game and no others on that specific core (Mesen). That works for any other game that you may want to make changes to effect for just that one specific game as well.

If you want that change to take effect for all games on that core (or any other core) then choose “save core preset” and all games loaded on that core will now have the changed setting(s).

1 Like

Sonkun, is it ok to use the latest CRT GuestAdvanced along with your last update?

1 Like

Sure why not, I’ve been using it since it’s been put up. I’m just waiting on the next update that will have the new “mask mitigation” changes plus any other new features that may be included, I’ll probably release a new pack once that arrives. Hoping guest.r takes his time crafting and putting things together as well, no need to rush.

1 Like

Oh, ok, I was just wondering. I didn’t want to mess up your beautiful shaders. I just had that worry.

1 Like

What does the mask mitigation do? I wished RA had the PS2 Core working as it should. I want to play PS2 on it instead of using PCSX2. Unless you’ll do a reshade of your shaders, which is fine for me to wait for that.

2 Likes

Most authentic crt phosphor emulation involves masks at full strength, but there are brightness and saturation issues on a whole range of displays, which, for example, can’t produce enough sustained brightness.

So “mask mitigation” is commonly used with crt shaders to fill the color gaps between emulated phosphors for more brightness, better contrast and saturation.

With “guest advanced” there are some techniques to achieve this effect:

  • mask mitigation using standard mask strength controls
  • advanced mitigation (best with base full mask strength): mask bloom, bloom, halation and magic glow, which all have their visual features.

Currently, I’m working on “positive” halation, which wasn’t used very often (mutually exclusive negative halation is “better” etc.). Nothing to exciting, needs some more work tbh.

7 Likes

I still haven’t used Reshade yet, but when I do and learn how it all works I will port my presets over there for sure.

1 Like

Thanks, partner. Ever since I found CRT shaders especially yours and Retro Crisis. I don’t want to use anyone else.

2 Likes