New sonkun crt guest advanced presets thread

sonkun, the RF-megadrive-rainbows-U presets does weird stuff to my display. Like it’s like jittery across my desktop screen. Is that normal or it’s my monitor?

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Yeah it does that by design from the old mame_ntsc shader. I would like to make it a bit smoother looking but I don’t think I’ll be able to do that unless I go into the text files itself and start changing code which I’m not an expert at.

There’s a new megadrive rainbow shader that was just brought over recently called “ntsc-blastem” in the ntsc folder. It seems to work better than what I’m using but it’s too blurry for my taste. If I can get a nice sharpened look with that shader it could be a potential replacement for my md rainbow presets.

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 = "800"
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 = "800"
scale_type_y13 = "absolute"
scale_y13 = "600"
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 = "800"
scale_type_y14 = "absolute"
scale_y14 = "600"
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 = "800"
scale_type_y15 = "absolute"
scale_y15 = "600"
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_crtgamut = "1.000000"
wp_temperature = "7104.000000"
g_CRT_l = "2.400000"
g_CRT_c = "35.000000"
g_hue_degrees = "-3.000000"
g_U_MUL = "1.090000"
g_V_MUL = "1.080000"
g_CRT_sl = "23.000000"
g_vignette = "0.000000"
g_cntrst = "-0.200000"
g_sat = "0.100000"
wlr = "0.940000"
wlg = "0.940000"
br = "-0.100000"
LUT1_toggle = "1.000000"
ntsc_cscale = "4.000000"
ntsc_bright = "1.030000"
ntsc_gamma = "1.100000"
ntsc_ring = "1.000000"
ntsc_sharp = "-1.000000"
ntsc_shape = "1.000000"
CSHARPEN = "0.500000"
CCONTR = "0.250000"
DEBLUR = "1.250000"
GAMMA_INPUT = "2.399999"
gamma_out = "2.399999"
interm = "4.000000"
iscan = "0.250000"
iscans = "0.000000"
S_SHARP = "3.000000"
HSHARP = "0.000000"
spike = "1.500000"
m_glow = "1.000000"
m_glow_cutoff = "0.020000"
m_glow_low = "2.000000"
m_glow_high = "6.500000"
m_glow_dist = "0.200000"
m_glow_mask = "0.750000"
SIGMA_H = "0.300000"
SIGMA_V = "0.300000"
glow = "0.430002"
bloom = "-1.000000"
bloom_dist = "1.000000"
halation = "-0.200000"
brightboost = "0.300000"
brightboost1 = "0.500001"
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"
ssharp = "0.150000"
scangamma = "16.000000"
warpX = "0.050000"
warpY = "0.070000"
csize = "0.035000"
shadowMask = "6.000000"
maskstr = "1.000000"
maskboost = "1.100000"
mask_zoom = "1.000000"
mask_layout = "1.000000"
mask_gamma = "1.000000"
smoothmask = "1.000000"
bmask = "0.050000"
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"

the brightness i reduce over at my amd driver, i changed things such as ntsc ,g space out, sharpness, magic glow strength and mask zoom to look good in my old bgr 1080p 40-45 inches tv, g space out of your default preset may already look good enough in my tv i’m testing that one out

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Thank you, Sonkun. I thought my 4k was just fucking ass lol. I’ll try that until your next update for MD Rainbow presets. Keep up the good job, sonkun. You and Retro Crisis shaders presets are my favorites.

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@Theoldnation nice, post up a few shots when you finish, I always like to see different takes on my presets.

@Superdonkeyjack No your 4k is just fine lol. In a way the rf presets looking like ass was kind of my intention anyway lol. It’s a nice contrast to the composite presets which I’ve tried to make look sharp and clear.

Thank you I appreciate it. Yes Retro has been coming into his own with every shader release, I’ve been keeping a eye on his presets. I’m glad he got into the lab and started experimenting and tweaking, the more variety of shader presets the better I say.

By the way I’m zipping up my latest release and getting ready to put it out in a few minutes so be on the look out soon.

1 Like

New Version Release (01-25-2024)

Changes Made

  • Retweaked magic glow settings, returned the magic glow distribution setting back to default setting (1.00) and raised magic glow low strength to 5.00.

  • Lowered “crt brightness” within the grade shader from .50 to .30

  • Switched the “interlace mode” in all presets from the interpolation value (4.00) to “normal” (1.00), also defaulted the “interlacing scanline” setting back to default (.0 20).

  • Raised “bright boost dark pixels” setting from .50 to .80.

  • Introducing a brand new feature to the sonkun presets is the new "crt-resswitch-glitch-koko " shader by our amazing member @kokoko3k. This setting brings back a long lost forgotten crt feature when resolutions switch and the screen would “flicker” real fast on the screen indicating the switch. You can see examples of it and read about it more in this thread. Also many thanks to @Ranmori for reminding us of this forgotten crt feature.

Example pic of it in action:

Download the latest pack in the first post.

Couple more screenies:

7 Likes

i’ll check it out soon

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Congrats!

I’m not sure why the bar is over the content on your presets, it should not happen; will take a look later.

edit

Aah got it; probably (still abit unsure) it is @guest.r’s afterglow; it makes sense and is probably even more accurate that way :slight_smile:

2 Likes

I believe that is the case as well. guest shader + dogway shader and now + koko res switch shader now makes everything look magical :heart_eyes: Things just keep becoming more amazing as the months go by around here, I wonder what amazing crt feature will be brought to the shader table next.

3 Likes

Hello sonkun, big fan of your presets and I’ve been enjoying them for quite some time on both PC and Xbox Series S. I’m sorry for bringing this up at all, but it appears the recent inclusion of “crt-resswitch-glitch-koko.slang” in the latest update introduced the following glitch on Xbox. I imagine it’s a consequence of D3D11 not playing nice with it?

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Uh oh. Let me get the author himself in here as that shader is his new baby, maybe he can better answer your question. @kokoko3k? I guess in the mean time you can disable it.

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Very likely, I did not test under d3d11 nor 12, but the shader is so simple that I doubt there is something I can do.

I said that in the past: d3dxx is not well supported by Retroarch shader system, on Xbox this is a problem, I know, what about D3D12?

I’ll try to reproduce in the next few days btw.

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I can tell you from my experience that it’s from the new resswitch glitch when using D3D11. Just double checked with D3D12 and seems to work fine with it.

D3D11

D3D12

3 Likes

Brightness is closer to my preset now, but I still like my scanlines a bit more defined :stuck_out_tongue:

Not a big fan of the flickering shader, a bit distracting, what’s the easiest way to disable it?

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@JosepMC: is d3d12 working with xbox?

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Nice.

Funny you mention that. I’m working a small update that right now. I want to reduce one of the magic glow settings by a little bit but still keep the brightness if that makes any sense and I think I found just the setting to do it. That same setting also seems to give the added benefit of making the crt mask “pop” out a bit more, scanlines seem to become a tiny bit thicker as well unless my eyes are fooling me.

Current preset:

New settings:

Current preset:

New settings:

Notice Akuma’s gi, the mask pops more in darker colors, also for lighter areas such as Ryu’s gi and Sakura’s white shirt you can see the mask there better.

Those pics aren’t final just where I’m at and currently experimenting with.

It’s the very first setting in the parameters to turn it off.

2 Likes

Most cores on the Xbox version of RetroArch run on D3D11 and some parts of D3D12 (like shaders and menu backgrounds) don’t work there, so I believe I’m stuck with D3D11 over there.

But I just tried your sanity check for D3D11 and that indeed disabled your switchres shader, thus fixing the glitch. A bit unfortunate to miss it on Xbox, but that’s good enough for me, so thanks for the workaround. :slightly_smiling_face:

4 Likes

Damn, that’s unfortunate about D3D11 and xbox. Well least you’re back to normal on the screen again.

1 Like

Hallo. I do not know if this was posted before but I have an issue with NES games and this shader using Mesen. They all display like this. On Nestopia they display fine. No issue on other cores.

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You likely have a Mesen Core override that has the Video Driver set to D3D11. Either delete the override or you could change the Video Driver and then overwrite the old override.

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