New sonkun crt guest advanced hd presets thread

Shader has greater brightness than usual. Eg in Looney Tunes B-Ball, the Eclipse effects is supposed to make the whole screen dark, yet here you can still see the characters and court

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Yeah the res switch shader isn’t the issue here, at least not with these samples. I went and downloaded your image and put both of ours up on the big screen so that I could see better, from what I see you’ve done everything right, the main difference I see is the aspect ratio. I’m not sure which core you’re using and how you have your screen settings set but your image is smaller, I also notice some faint vertical lines in the sky as a result of that too. I’m using the snes9x core with a 4:3 aspect ratio with the “crop overscan” setting to 8 pixels. Can you try it again with that core and those settings?

Ha you finally decided to join the conversation. Can you post a pic of what you’re talking about? On discord you said you didn’t want to try out the samples because you didn’t want to mess up your uborder set up.

Yeah I kind of cranked up the brightness a bit more, maybe I’ll have to bring it down some.

Can you post a pic of this as well?

Love the screen shots the dithering is amazing. I was curious though. What screen settings do you recommend? Might help to add it to first post too. I assumed integer scaling, integer scaling axis: Y integer scale scaling: underscale aspect ratio depends on game. :smiley: I check this thread too often.

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I always play 1:1 integer-scaled, but I did try switching to Snes9x, and sure enough, that fixed it. Never considered experimenting with a different emulator, and I wonder why it works differently? Fwiw, I was using bsnes hd before. It seems that when I overscale the image (still integer scaling), the snow becomes slightly more blue.

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Each core comes preseted with certain video settings so I believe presets will look weird on one core but then look completely fine on another core. I personally don’t use bsnes even though I believe it’s the most accurate of the snes cores.

Thank you I love it myself. I love how the image is sharp but still blends everything, I can spend hours just trying out different Megadrive games just to see that effect in action lol.

Reading all of this you made me realize that that could be one of the reasons most people have certain issues as we just saw in this case right here, but I use the 4:3 aspect ratio in ever single core with interger scaling off for everything up to the 5th generation systems (dreamcast, ps2, gamecube). When I put out the new pack I will definitely add this information on the first page so that way I can guarantee that users see the image I intend for them to see.

Even now as I tweak settings I keep interger scaling off at all times, don’t think I ever used it during any gaming session so maybe you guys can try that out next play session, 4:3 aspect ration with interger scaling off no matter the core and see how things look to you, it’s the image that I’m most likely intending for you to see.

By the way I meant to say on my last post that this current sample pack I turned up the “surround luminance -nits-” setting, its near the top with all those color tint settkngs. Every pack before that I had that setting on 0 so maybe you can try putting that back down if things look a little TOO bright lol. I’m in experimenting mode so I’m just trying out different looks.

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I should have asked sooner! I feel silly now using integer all this time. :smiley: Will play around a lot with it now. Always love more reasons to play these games. haha

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I gotta blame myself cause all of that could’ve been avoided if I indeed stated all this information in my first post so thank you for that. That information will help everyone in the future.

@darkstar6 You’ll probably notice after switching to those recommended settings that there’s barely any moire on the screen even with interger scaling off so now you get the full intended 4:3 image pretty much moire-free with the way I got the scanline settings set. Looks amazing if you’re playing on a huge tv, maybe guest.r did some kind of revamp with the mask and scanline settings while I was away.

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It showcases better on video. Though I have no clue how the effect works on real hardware and crt set. Should it go full dark or just barely visible? Notice that same issue occurs in crt guest. One has to tinker with brightness instead. One of the rare cases where shaders affect gameplay.

Here with 4k cyber shader.

here with sonkun.

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Today is the first time I’ve ever played this game, had to load it up to see what you were talking about. I activated that “Eclipse” move and even with no shaders enabled the whole screen goes dark but I’m still able to faintly see everything that’s going on on the screen. I assume that’s the way that gameplay mechanic is suppose to work I guess.

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Oh, but you are reproducing it! It may not be visible on your monitor, but your screenshot contains the exact same artifacts as mine do. May I ask what type of monitor you’re using?

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I’m using a Hisense 43 inch QLED. When I zoom in the pixels are all the same color. Are you sure its not just an optical illusion maybe? lol this is really interesting. :smiley: Heres a picture from camera.https://photos.app.goo.gl/NWHDzu7YMjis9Y7n9

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That could be the case but I simply don’t see it from my end. I don’t use a monitor I’m using a standard 65 inch 4k LCD TV. LCD for me until these manufacturers can make a TV that actually gets the rgb subpixels looking like this again:

Maybe they have already, haven’t checked the market in a while.

This whole situation is a phenomenon right now lol

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Even in your zoomed in photograph, the contours are more yellow-ish (“snot-like”) while the main inner portion is one solid green. I can remove most of them by tweaking the shader parameters, pixel by pixel. Not an optical illusion.

For reference, I’m using an Acer Predator XB271HU.

Since no other shader preset really “does it” for me as much as sonkun’s, I’ve been trying to find ways to get rid of the artifacts entirely, even if that means losing out on some of his intended features. To that end, turning “Mitigate Mask on Edges” and “Hortizontal bloom/halation sigma” down as far as they’ll go has gotten me 90% there (and honestly, I quite like that other artifacts get reduced by doing this, such as what looks like ringing/oversharpening). However, trying to find that final parameter change to be rid of the problem once and for all has turned out to be… a bit overwhelming right now.

At this point, it’d be swell if somebody else chimed in who can confirm my issue.

Almost feels like I’ve taken crazy pills. :slight_smile:

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I see the yellow-ish mountain borders on both my Surface laptop and my desktop monitor (relatively old LCDs).

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If you have a QLED/WOLED, the shader will look different due to the way the pixels are arranged. You might have to manually adjust the mask settings until it looks right on your monitor. I had to adjust the mask with certain shaders such as CRT royal in order to get them to look right.

Here is an example of incorrect mask, which give the character class names a rainbow affect. it might or might not show up right on your monitor:

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Hmm after reading all the replies this has me thinking should I just turn that mitigate setting off entirely going forward? Even then DukeSkinny says it doesn’t completely eliminate the problem.

From my end, at the way my eyes have been interpreting that setting is that it “brings out” certain pixel outlines and even “fills in” certain small areas where it looks like pixels are slightly muffled out. I personally like the setting but if it’s causing everyone issues then I don’t know. What to do here…

Here’s two random examples with that setting on then off:

I was starting to get the new pack together, messing around with Aperture Grille and Shadow Mask presets currently.

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lol, I have to say they both look good. Sorry that’s not helpful at all.

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I’m biased, of course, but here’s my two cents:

Just like darkstar6 said, they both look good! The added brightness in some areas is nice. However, I feel like the Mitigate parameter does a disservice to contours (they get thinner), which isn’t just a general drawback but could also affect more stylized graphics a lot more. Taken together with the colour artifacts, I personally don’t feel that the pros outweigh the cons.

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I would leave the setting enabled and just users know that if they experience issues, they can turn this off. Maybe include that in the description? I’ve personally have not had any issues with this setting specifically and i’ve found your preset to actually work better than most for an OLED screen.

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The thing is, that setting isn’t the culprit. At least not the only culprit. My layman’s analysis is that something else is causing the problem, while the settings we’ve identified so far only exacerbate the root issue. See my comparison pics above.

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