New sonkun crt guest advanced hd presets thread

I missed a whole conversation while I was away huh lol. So let’s see here, you’re mentioning LUT’s and the Sega Luma Fix setting, all of those settings above “LUT” in the parameters are not guest advanced settings at all, those are from the “grade” shader which Dogway is the author of, I just combined it with guest.r’s shader for my own wacky lab experiments.

Not sure how much I can help in that area, the last biggest issue concerning grade shader settings were that all Linux users were experimencing a “black screen but can still hear audio” all due to the “contrast” setting in grade. I have since disabled that setting for a few months now. I then read at one time that Xbox series users were experiencing weird colors no matter the preset, not sure if that issue has been resolved but I don’t see those kind of posts anymore.

Basically I’m trying to say I think the grade shader affects different systems/operating systems in different ways so I really can’t explain why you’re seeing those issues with those specific settings. I know I never touch that LUT 2 settings because it messes up my colors and I don’t use the Sega Luma Fix because my presets are more “universal” that can be applied to any console. That setting is strictly for Sega machines, can’t have that pre enabled when it’s time to throw on a nes, snes game etc.

You probably will get better answers from Dogway himself but he’s hardly ever around these days, I tried learning as much as I could from him when he was around a few months ago but then he dissapeared again.

Edit: Actually I’m curious about this. Your issue doesn’t happen on my end but I want to know why it’s happening to you so let’s try this first. @DukeSkinny can you go into the parameters and try setting all 4 of those “Black” setting back to 0:

Let’s see if that makes a difference first. I forgot exactly why I even tweaked those settings myself, I was just trying out different things so I want to see if disabling those will possibly fix your issue. If not we’ll try something else.

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Didn’t make a difference, unfortunately.

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Ok time to do things the old fashioned way then.

Starting from this setting here:

I want you to go one by one down the settings and default each one by simply pressing start on it if you’re on a controller or enter if you’re on a keyboard I believe. Do that all the way down to this setting:

We’ll smoke the setting out this way for sure. Whichever setting you default that makes your issue go away is the culprit. This method was how I discovered the “contrast” setting issue I mentioned above.

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Sadly, nothing new was learned. The only setting that fixed it was ‘LUT 1 Toggle’, but we already knew that.

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Guess I read your initial post the wrong way. So LUT1 makes the issue go away? Then that’s the one you may have to just disable then. Grade may have some kinks that need to be ironed out but that’s all on the author to take a look at.

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For me looks very good, looks like Scart RGB to me, something I’m teying to working on. What mask are you using?, I like the how the pattern looks, also the brighter dots between the masks in the scanlines, that’s something I can’t still achieve yet, mine looks like if the scanlines are doubled instead of singled like this one and don’t have thise brighter squares on the masks…

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It’s just sonkun’s preset. I think that’d make it mask 10.

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That’s exactly what I’m aiming for, for it to basically look like “RGB” but still have blended dithering effects, I feel im very close to that now. I believe it’s almost at the point where you can put composite and RGB side by side and not see much of a difference depending on the game.

I have read comments of people prefering Svideo presets but they don’t blend vertical line dithering like composite do, they do have a slight edge on composite colors wise though, they’re as vibrant as the RGB ones but composite is now closing that gap with vibrant colors as well with the new “edge colors” setting.

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Sonkun, question. Why does the signal type have either Composite or RG in the shader parameters settings?

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I was confused on what you meant until I realized you’re talking about the ntsc-adaptive shader itself. That’s the way Maister labeled them I believe.

Lmao, oh , ok. I thought it was based on Blarrgg’s NTSC for some reason.

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Oh no not at all, two different things lol.

Sorry about that. This NTSC/CRT Shaders are still new to me to the point I can’t play games pre-2005 without them. I took a break from the PS2 Emulator due to not being able to use your shaders on there.

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That’s how you know it’s real lol, I don’t think I can game without them either. I’ve never tried it but aren’t there now ways you can use Libretro shaders on stand alone emulators now? I think one is Shader Glass?

Shader glass? It’s that on the nightly build? Because I’m using reshade but it’s annoying that I can’t read my retroachievements when I unlock them.

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Or I think it’s called Windowcast which is a RetroArch core. Shader Glass is something different.

Windowcast can play something PCSX2, Dolphin and RCPS3?

I believe so. I never used it but I think it allows you to run an application through RetroArch so that you can then use shaders on it.

The PS2 core is getting into pretty good shape with the work being done so far. paraLLEl-GS is being implemented into it and the results are extremely promising. :yum:

@sonkun Sorry to say I’m not satisfied with how the current presets look on my end. The improvement for composite is great, but the current “smoothed” look makes everything look more plastic-like and I preferred how things blended together better back in October or so. Also S-Video now looks less sharp than Composite.

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You don’t hold any punches and I love that lol. Yeah it’s true I’m going with a new look currently as far as sharpness due to me rearranging some glow and sharpness settings. For me personally I currently like this new look so I plan to let it run its course for a bit unless I decide to make some changes.

But for you if you want that previous blurrier look you can try this, there’s two options, one of them is what I’ve been seeing guest.r recommend for users to crank up:

That will blur the image as much as you need. The second option is going back to my previous settings which I believe were:

Default that “Horizontal Blur Sigma” setting back to 50 and the setting right under it “Subtractive Sharpness” bring that down to 0.00 and it should look like how it use to. For me personally I was getting tired of that look especially on arcade games.

Also don’t know if you were around at the time but I did put out a quick low key “v2” pack where I changed up the glow settings on the svideo and rgb presets. I noticed svideo and rgb were looking a little too sharp so I switched over to the same glow settings I’m using on the composite presets.

If I were to add more blur the highest I would go with that “Internal Resolution” setting is 2.00 or .20 with the “Horizontal Blur Sigma”.