Plus with shadow mask the rgb pixels are more pronounced than slot mask and aperture grille with those dots so that also factors into seeing the colors a bit more
Ok here it is, remember something, my mask layout was change from RGB to BGR to match my tv, looking at it comparing with your images i think it looks the same
Good that you changed the mask layout to match your display, it seems to look the same to me as well. I’ve never used a BGR display before so I did quick research on it
It’s an interesting read, it’s not as simple as it just being a color swap of the subpixels. Now this has me wondering if I should put out an update with the BGR setting turned on in its own folder strictly for BGR users.
Bgr in non pled has some problems with color and some blurrynes (my TV).
For the settings on presets is just adding mask_layout parameter to 1 is that simple but I’m not so sure about dedicating an entire folder for it, what I would recommend for sure is to add a subpixel layout example of what is RGB and bgr and how to revise it
Yeah I guess you’re right. On the first page somewhere I can provide some information there with a sample pic and where to find the setting I guess.
does anyone has any values i could use to adjust properly these presets to the steam deck?
The Steam Deck’s native resolution is 1280×800 which is pretty much is 720p, I don’t think the guest shader works correctly below 1080p if I’m not mistaken.
I’ve seen people run the Mega Bezel on the steam deck and that makes the screen even smaller, so my best guess is that guest advanced will work.
Yeah he’ll just have to test it out and see.
i was just saying before actually testing them on my steam deck as i already know that probably the shaders wouldn’t run properly on that screen due to res, i will try them out anyway later
Here’s a thread of someone setting up shaders on the steam deck
Wow that user got the shader looking pretty damn juicy in those shots on the Steam Deck. @Theoldnation that link might be your answer right there.
Guest’s shaders run below 1080p without problems. The limitations you’ll run into is that non-integer scaling won’t work that good and you may have to switch masks settings, or you may want to turn the mask completely off. The Steam Deck is pretty small, so it’s not unrealistic to even put a 3-pixel mask on there (since that results in about 267 TVL).
I do that on a 15" LCD I have. On my 32 inch TV on the other hand, it looks pretty terrible imho. I also don’t like to use anything else than aperture grille on those two displays, but maybe this also depends on the subpixel layout.
Thank you for breaking that down. This is good information to know for other Steam Deck users and in case I ever get a Steam Deck one day lol.
So what you been up to lately Sonkun : p
Working on anything new?
I keep using your shaders and am still impressed and can’t stop taking screenshots!
Hey Winter47th. Those are some sexy looking shots there indeed. I been good doing a lot of gaming lately. It’s funny you ask that though because I’ve been feeling the urge to start doing some tweaking again. Usually I have a set goal in mind of what I’m trying to do but this time I don’t really have a aim.
Later on today when I come home I might try something different and randomly tweak some settings mainly in the “grade” part of the shader. Maybe I’ll post up some pics along with the tweaked settings and get some feedback from you guys. Maybe some of you can tweak your own versions and show it off here. I kind of want a new look but don’t quite know exactly what yet so I’ll play around a bit later today. Who knows maybe my next update pack will be shaped and formed through the help of community input. Should be fun and interesting.
Hmm maybe should try some of the afterglow thingy too
That sounds interesting, I remember guest.r mentioning that before as well. Well I’m still not home yet but if you want you can be the first to help out by tweaking those afterglow settings and posting them up lol. I’ll check them out maybe others can check them out, give input, retweak it etc.
I usually start by making a slot mask rgb preset first then expand to svideo ntsc etc. but in this case mask type doesn’t matter.
OoOoh I’m so excited for this
Looking forward to your work and I can’t wait to see what magic you’re gonna come up with. Glad to hear you’ve been enjoying your time with games too, I’m planning to marathon Square Enix games on the PS1 starting with Front Mission 3 and hopefully Final Fantasy 7 as well.
Here’s some pics I took using your presets, I remember you saying to someone to use S-Video or RGB iirc when using PS1 3D games, but NTSC2 just looks so pretty!
Keep up the great work : P
I look forward to it myself, I don’t even know which direction this could go in but I’m excited myself to see.
Yeah sometimes it’s good to get away for a bit and just enjoy what makes this all fun to begin with, playing some of the classics. I just been having fun with mame lately discovering games I missed out on in the 90’s. I’ll just scroll down my Hyperspin list and load up a random game that catches my eye so I been having fun with that lately.
Yeah I usually go with svideo but I understand that composite was a thing many people also used and yes it looks damn good in those pics as well, I love seeing people enjoying my presets keeps me motivated to make it even better. I notice composite ntsc 2-phase seems to be a favorite amongst users even when I come across people posting pics on other sites/videos.
@Theoldnation here’s my first tweak so far. I just played around a bit and put something together fast just to get the ball rolling. Settings I tweaked were Afterglow Strength - 0.30, CRT Electron Gun Gamma - 2.40, Contrast Pivot - 0.47.
For afterglow I couldn’t capture the effect through a in game screenshot so I snapped a photo on my phone to show the effect.
You’ll notice the effect at the top step. Is that the effect you were talking about? Try the preset out here:
shaders = "12"
shader0 = "shaders_slang/crt/shaders/guest/hd/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/hd/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/hd/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"
wrap_mode3 = "clamp_to_border"
mipmap_input3 = "true"
alias3 = "PrePass"
float_framebuffer3 = "false"
srgb_framebuffer3 = "false"
shader4 = "shaders_slang/crt/shaders/guest/hd/linearize-hd.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/hd/crt-guest-advanced-hd-pass1.slang"
filter_linear5 = "true"
wrap_mode5 = "clamp_to_border"
mipmap_input5 = "false"
alias5 = "Pass1"
float_framebuffer5 = "true"
srgb_framebuffer5 = "false"
scale_type_x5 = "viewport"
scale_x5 = "1.000000"
scale_type_y5 = "source"
scale_y5 = "1.000000"
shader6 = "shaders_slang/crt/shaders/guest/hd/gaussian_horizontal.slang"
filter_linear6 = "true"
wrap_mode6 = "clamp_to_border"
mipmap_input6 = "false"
alias6 = ""
float_framebuffer6 = "true"
srgb_framebuffer6 = "false"
scale_type_x6 = "absolute"
scale_x6 = "800"
scale_type_y6 = "source"
scale_y6 = "1.000000"
shader7 = "shaders_slang/crt/shaders/guest/hd/gaussian_vertical.slang"
filter_linear7 = "true"
wrap_mode7 = "clamp_to_border"
mipmap_input7 = "false"
alias7 = "GlowPass"
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/hd/bloom_horizontal.slang"
filter_linear8 = "true"
wrap_mode8 = "clamp_to_border"
mipmap_input8 = "false"
alias8 = ""
float_framebuffer8 = "true"
srgb_framebuffer8 = "false"
scale_type_x8 = "absolute"
scale_x8 = "800"
scale_type_y8 = "source"
scale_y8 = "1.000000"
shader9 = "shaders_slang/crt/shaders/guest/hd/bloom_vertical.slang"
filter_linear9 = "true"
wrap_mode9 = "clamp_to_border"
mipmap_input9 = "false"
alias9 = "BloomPass"
float_framebuffer9 = "true"
srgb_framebuffer9 = "false"
scale_type_x9 = "source"
scale_x9 = "1.000000"
scale_type_y9 = "absolute"
scale_y9 = "600"
shader10 = "shaders_slang/crt/shaders/guest/hd/crt-guest-advanced-hd-pass2.slang"
filter_linear10 = "true"
wrap_mode10 = "clamp_to_border"
mipmap_input10 = "false"
alias10 = ""
float_framebuffer10 = "true"
srgb_framebuffer10 = "false"
scale_type_x10 = "viewport"
scale_x10 = "1.000000"
scale_type_y10 = "viewport"
scale_y10 = "1.000000"
shader11 = "shaders_slang/crt/shaders/guest/hd/deconvergence-hd.slang"
filter_linear11 = "true"
wrap_mode11 = "clamp_to_border"
mipmap_input11 = "false"
alias11 = ""
float_framebuffer11 = "false"
srgb_framebuffer11 = "false"
scale_type_x11 = "viewport"
scale_x11 = "1.000000"
scale_type_y11 = "viewport"
scale_y11 = "1.000000"
AS = "0.300000"
g_gamma_out = "2.400000"
g_signal_type = "0.000000"
g_crtgamut = "0.000000"
g_vignette = "0.000000"
g_cntrst = "-0.600000"
g_mid = "0.470000"
wp_temperature = "9304.000000"
GAMMA_INPUT = "2.399999"
gamma_out = "2.399999"
iscan = "0.400000"
SIGMA_HOR = "0.775000"
S_SHARP = "1.600000"
HSHARP = "0.000000"
spike = "1.500000"
m_glow = "1.000000"
m_glow_cutoff = "0.060000"
m_glow_low = "7.000000"
m_glow_mask = "0.750000"
SIGMA_H = "0.200000"
SIGMA_V = "0.200000"
SIGMA_HB = "0.250000"
SIGMA_VB = "0.250000"
warpX = "0.050000"
warpY = "0.070000"
csize = "0.035000"
glow = "0.400000"
bloom = "-0.800000"
bloom_dist = "1.000000"
halation = "-0.075000"
gamma_c = "1.250000"
brightboost = "1.800000"
gsl = "2.000000"
scanline1 = "20.000000"
scanline2 = "20.000000"
beam_min = "1.000000"
beam_max = "1.999999"
beam_size = "0.000000"
scan_falloff = "0.650000"
scangamma = "12.000000"
shadowMask = "6.000000"
maskstr = "1.000000"
mask_gamma = "1.500000"
slotmask = "1.000000"
slotmask1 = "1.000000"
slotwidth = "3.000000"
double_slot = "2.000000"
smoothmask = "1.000000"
smask_mit = "0.400000"
dctypey = "0.050000"
deconrry = "0.500000"
deconrgy = "-0.500000"
deconrby = "-0.500000"
post_br = "1.130000"
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"
Switch to the “cool” look simply by changing the Phosphor setting to 1.00