Mixed mode is very nice for games which tend to trigger 2-phase blending and have a lot of (checkerboard) dithering present (Amiga games…). Games which already trigger 3-phase processing (NES…) have less horizontal resolution and it’s usually better to continue with 3-phase unless the user wants to blend dithering, bars…
Thank you for clarifying its use. I did notice when using “mixed” with Sonic (2-phase) the image looked clear but not necessarily smeared like it does on that Ninja Gaiden pic. Using this information I guess it’s best to use the mixed setting on 2-phased games if you want to sharpen things up a bit more/get rid of chroma scaling/bleeding
Why do you mean mixed signals?
There’s a new “phase” setting that guest added in that combines both 2-phase and 3-phase into just one phase. It could be used for convenience in some cases. You can read the few posts up above by guest, he goes into it a little bit more
Man, these shaders and presets are really gamechanging and I can’t help but spread the word about them. Do you (guest and sonkun) have any plans to make shaders and presets for systems not already covered, like handhelds (which I’m aware have nothing to do with crt technology) and PC-88 (which seems to have a different style of dithering/color)? Also, did the following systems use composite NTSC 2-phase or 3-phase? They weren’t in your list (which I noticed isn’t in this page) and I don’t know where to find the info:
Acorn Archimedes
Amstrad CPC
Apple II
Apple IIGS
Atari 8-bit
Commodore 64
Commodore 128
Commodore Amiga
FM-7
FM Towns
Windows 3.x
Sharp X1
Sinclair GX-Spectrum
Thank you and I appreciate that you help spread the word. I hope my presets spread all over the globe within the retro gaming community at least lol.
For handhelds? I don’t currently have plans to make presets for those. For all pc stuff I’d most likely just use the Shadow mask rgb presets.
I can’t remember. I remember putting together a list when I was using 2phase and 3phase presets separately in my previous packs but then deleted the list once I went back to the guest ntsc shader since it handles the phases for you automatically.
Also according to hunterk some games for some systems switch phases mid game on the fly so that’s something also to take note off.
Oh man what a good day this is turning out to be, first a new guest.r shader update and now this?? Thanks Bactino gonna check it out now.
Is it possible to make them based on “fastest” for the 1080p version? I dont know how much work it is.
I couldn’t get the “grade” shader to apply on the fastest version but I did manage to make a version on the new “lite” version that guest just released today. I lazily copied over parameter settings from my hd version rgb slot mask preset and just applied it to the lite version on a whim so I don’t know what features were carried over or not. Seems to look identical for the most part:
Try this out and see how it works for you:
shaders = "11"
shader0 = "shaders_slang/crt/shaders/guest/lite/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/lite/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/lite/afterglow0.slang"
filter_linear2 = "false"
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 = "false"
wrap_mode3 = "clamp_to_border"
mipmap_input3 = "true"
alias3 = "PrePass"
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/lite/linearize.slang"
filter_linear4 = "true"
wrap_mode4 = "clamp_to_border"
mipmap_input4 = "false"
alias4 = "LinearizePass"
float_framebuffer4 = "true"
srgb_framebuffer4 = "false"
scale_type_x4 = "source"
scale_x4 = "1.000000"
scale_type_y4 = "source"
scale_y4 = "1.000000"
shader5 = "shaders_slang/crt/shaders/guest/lite/gaussian_horizontal.slang"
filter_linear5 = "true"
wrap_mode5 = "clamp_to_border"
mipmap_input5 = "false"
alias5 = ""
float_framebuffer5 = "true"
srgb_framebuffer5 = "false"
scale_type_x5 = "absolute"
scale_x5 = "800"
scale_type_y5 = "source"
scale_y5 = "1.000000"
shader6 = "shaders_slang/crt/shaders/guest/lite/gaussian_vertical.slang"
filter_linear6 = "true"
wrap_mode6 = "clamp_to_border"
mipmap_input6 = "false"
alias6 = "GlowPass"
float_framebuffer6 = "true"
srgb_framebuffer6 = "false"
scale_type_x6 = "absolute"
scale_x6 = "800"
scale_type_y6 = "absolute"
scale_y6 = "600"
shader7 = "shaders_slang/crt/shaders/guest/lite/bloom_horizontal.slang"
filter_linear7 = "true"
wrap_mode7 = "clamp_to_border"
mipmap_input7 = "false"
alias7 = ""
float_framebuffer7 = "true"
srgb_framebuffer7 = "false"
scale_type_x7 = "absolute"
scale_x7 = "800"
scale_type_y7 = "absolute"
scale_y7 = "600"
shader8 = "shaders_slang/crt/shaders/guest/lite/bloom_vertical.slang"
filter_linear8 = "true"
wrap_mode8 = "clamp_to_border"
mipmap_input8 = "false"
alias8 = "BloomPass"
float_framebuffer8 = "true"
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/lite/crt-guest-advanced-lite.slang"
filter_linear9 = "true"
wrap_mode9 = "clamp_to_border"
mipmap_input9 = "false"
alias9 = ""
float_framebuffer9 = "true"
srgb_framebuffer9 = "false"
scale_type_x9 = "viewport"
scale_x9 = "1.000000"
scale_type_y9 = "viewport"
scale_y9 = "1.000000"
shader10 = "shaders_slang/crt/shaders/guest/lite/deconvergence.slang"
filter_linear10 = "true"
wrap_mode10 = "clamp_to_border"
mipmap_input10 = "false"
alias10 = ""
float_framebuffer10 = "false"
srgb_framebuffer10 = "false"
scale_type_x10 = "viewport"
scale_x10 = "1.000000"
scale_type_y10 = "viewport"
scale_y10 = "1.000000"
g_crtgamut = "1.000000"
g_space_out = "-1.000000"
wp_temperature = "7504.000000"
g_U_MUL = "1.090000"
g_V_MUL = "1.080000"
g_CRT_l = "2.400000"
g_CRT_c = "35.000000"
g_vignette = "0.000000"
g_lum = "0.110000"
g_cntrst = "-0.500000"
g_mid = "0.450000"
g_sat = "0.050000"
br = "-0.060000"
LUT1_toggle = "1.000000"
GAMMA_INPUT = "2.399999"
gamma_out = "2.399999"
iscans = "0.000000"
SIGMA_HOR = "0.775000"
S_SHARP = "1.600000"
HSHARP = "0.000000"
spike = "1.500000"
m_glow = "1.000000"
m_glow_cutoff = "0.080000"
m_glow_low = "7.000000"
m_glow_high = "7.000000"
m_glow_mask = "0.800000"
SIGMA_H = "0.300000"
SIGMA_V = "0.300000"
warpX = "0.050000"
warpY = "0.070000"
csize = "0.035000"
glow = "0.500000"
bloom = "-1.000000"
bloom_dist = "1.000000"
halation = "-0.200000"
bmask1 = "0.250000"
brightboost = "0.250000"
brightboost1 = "0.500000"
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"
scangamma = "16.000000"
ssharp = "0.150000"
shadowMask = "6.000000"
maskstr = "1.000000"
maskboost = "1.100000"
mask_gamma = "1.000000"
slotmask = "1.000000"
slotmask1 = "1.000000"
slotwidth = "3.000000"
smoothmask = "1.000000"
smask_mit = "0.500000"
bmask = "0.030000"
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"
Alright thanks, I do like the rgb! I will try it out tomorrow.
does the newest sonkun works with the newest guest advanced?
Yes. I switched over to it right away and updated my last update post with the new guest update. I didn’t take advantage of any new features but it’s always good to be up to date.
Sorry if this is a stupid question but my laptop is 1600, not 1440. As it’s higher, is there a way to get the 1440 shaders to look and work as they would on a 1440p display by adjusting things so the game runs with exactly 1440 lines and has black borders, top and bottom?
Would turning on integer scaling help with that?
Try the 1440p presets and see. If they look more or less how my pics look in my first post then you should be good to go.
Little bit of a problem. I can actually only use guests “fastest” from nes and up to PSX, all others give to low fps. The new Lite is even too heavy for me.
I tried it, I really love your shader presets, they are georgeous, but it gives me 30-40fps instead of 60. My little Odin isnt strong enough. I connect it to my tv and play on a 4k 75" tv and the one you made from the Lite is really really super nice looking…its just too slow for my current setup.
I wouldnt really care to play some games in locked 30, but the problem is that the sound starts to crackle and I can feel the slowdowns as soon as it isnt locked 60, I think its because the Odins screen is 60 so it has to stay there. I connect it via HDMI out so its playing on the device at the same time as the TV, this might be why its so finnicky about the fps.
I really should connect the PC instead but I got the Odin to be both handheld and be able to dock so I have everything setup on it. I bought the emulators, Launchbox etc.
wanna know about something, how does your presets look like across all resolutions? i mean 4k vs 1440 vs 1080p
Across both 1080p and 4k they look damn near identical. I matched the 4k mask “size” with the 1080p presets by lowering that mask zoom setting. For 1440p I assume it looks identical to the 1080p version, I can’t really test it myself. Is it possible to change the RetroArch resolution itself to display at 1440p on a 4k display? If so I can then test them myself instead of just going off the value numbers guest told me to use.
@Lucaria unless there’s a way you can overclock the Odin then there may be no other way except to switch to different hardware with a faster gpu.
So its impossible to do rbg slotmask on “fastest” ?
Does the shpering of the pic take recourses also? If so a flat fastest might work.
Fastest version is missing mask zooming options, but otherwise any slotmask combos with regular masks are possible, also shadowmasks.
Otherwise it’s a bit tricky to directly translate @sonkun’s presets onto the fastest version, mostly because it misses the magic glow options. It’s currently present in standard, ntsc, HD and lite versions.