Please post your personal best efforts!

Part two of the show-off :slight_smile:

The forum is kind of quiet these days, and I have noticed that most of the still active people are either devs or power users, folk who know what’s up. Things have also evolved quite a bit in recent years. So I thought it would be a good idea to separate the wheat from the chaff and post the presets we are really happy about and use the most. So please no experiments here, only settings that are more or less fully matured. I suggest the following format for posting them:

-Target-monitor: type of crt screen we intend to replicate.

-Target-source: type of content that benefits the most from the filter. 240p, 240p upscaled, 480i, 480p, 480p upscaled, 2D+3D (games with 3D models on pre-rendered backgrounds and the like)…

-Screen: the settings for which the preset was created (1080p, 1440p, 4k, HDR/SDR…)

-High dynamic range screenshot/s (deep shadows and bright highlights) accompanied by 100%+ crop/s.

-Notes: additional information.

-The chain itself.

Really looking forward to your results and feedback!

1 Like

Target monitor: high end Sony Wega/PVM hybrid.

Target source: 240p content not upscaled.

Screen: 1440p, SDR

Notes: this was achieved with crt_yah but I have created very similar settings for other shaders that I use all the time (consumer, hyllian, guest, easymode). I can post those too if someone is interested. Also, the parameters.h file was modified for minmaxing purposes. Here is the one I use. It goes in \shaders\shaders_slang\crt\shaders\crt-yah

shaders = "9"
feedback_pass = "0"
shader0 = "shaders_slang/misc/shaders/color-mangler.slang"
alias0 = ""
wrap_mode0 = "clamp_to_border"
mipmap_input0 = "false"
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/crt-yah/ntsc-pass1.slang"
alias1 = ""
wrap_mode1 = "clamp_to_border"
mipmap_input1 = "false"
filter_linear1 = "true"
float_framebuffer1 = "true"
srgb_framebuffer1 = "false"
scale_type_x1 = "source"
scale_x1 = "4.000000"
scale_type_y1 = "source"
scale_y1 = "4.000000"
shader2 = "shaders_slang/crt/shaders/crt-yah/ntsc-pass2.slang"
alias2 = ""
wrap_mode2 = "clamp_to_border"
mipmap_input2 = "false"
filter_linear2 = "true"
float_framebuffer2 = "false"
srgb_framebuffer2 = "false"
scale_type_x2 = "source"
scale_x2 = "0.250000"
scale_type_y2 = "source"
scale_y2 = "0.250000"
shader3 = "shaders_slang/crt/shaders/crt-yah/deconverge.slang"
alias3 = ""
wrap_mode3 = "clamp_to_border"
mipmap_input3 = "false"
filter_linear3 = "true"
float_framebuffer3 = "false"
srgb_framebuffer3 = "false"
shader4 = "shaders_slang/crt/shaders/crt-yah/phosphor.slang"
alias4 = ""
wrap_mode4 = "clamp_to_border"
mipmap_input4 = "false"
filter_linear4 = "true"
float_framebuffer4 = "false"
srgb_framebuffer4 = "false"
shader5 = "shaders_slang/crt/shaders/crt-yah/lut.slang"
alias5 = ""
wrap_mode5 = "clamp_to_border"
mipmap_input5 = "false"
filter_linear5 = "true"
float_framebuffer5 = "false"
srgb_framebuffer5 = "false"
shader6 = "shaders_slang/crt/shaders/crt-yah/blur-horizontal.slang"
alias6 = ""
wrap_mode6 = "clamp_to_border"
mipmap_input6 = "false"
filter_linear6 = "true"
float_framebuffer6 = "false"
srgb_framebuffer6 = "false"
shader7 = "shaders_slang/crt/shaders/crt-yah/blur-vertical.slang"
alias7 = ""
wrap_mode7 = "clamp_to_border"
mipmap_input7 = "false"
filter_linear7 = "true"
float_framebuffer7 = "false"
srgb_framebuffer7 = "false"
shader8 = "shaders_slang/crt/shaders/crt-yah/crt-yah.slang"
alias8 = ""
wrap_mode8 = "clamp_to_border"
mipmap_input8 = "false"
filter_linear8 = "true"
float_framebuffer8 = "false"
srgb_framebuffer8 = "false"
lum = "1.200000"
r = "0.900000"
gb = "0.100000"
br = "0.050000"
br = "0.050000"
GLOBAL_MASTER = "1.750000"
COLOR_SATURATION = "1.100000"
COLOR_CONTRAST = "-0.250000"
COLOR_OVERFLOW = "0.500000"
COLOR_BLACK_LIGHT = "0.000000"
SCANLINES_STRENGTH = "1.200000"
BEAM_WIDTH_MAX = "2.750000"
BEAM_FILTER = "-0.200000"
MASK_INTENSITY = "1.200000"
MASK_BLEND = "0.750000"
MASK_COLOR_BLEED = "1.000000"
DECONVERGE_LINEAR = "-0.000000"
PHOSPHOR_AMOUNT = "0.000000"
PHOSPHOR_DECAY = "0.000000"
HALATION_INTENSITY = "0.150000"
HALATION_DIFFUSION = "0.200000"
CRT_CURVATURE_AMOUNT = "0.050000"
CRT_NOISE_AMOUNT = "0.000000"
CRT_CORNER_RAIDUS = "0.020000"
CRT_CORNER_SMOOTHNESS = "0.500000"
textures = "SamplerLutNtsc;SamplerLutTrinitron"
SamplerLutNtsc = "shaders_slang/crt/shaders/crt-yah/lut/ntsc-lut.png"
SamplerLutNtsc_mipmap = "false"
SamplerLutNtsc_wrap_mode = "clamp_to_border"
SamplerLutTrinitron = "shaders_slang/crt/shaders/crt-yah/lut/trinitron-lut.png"
SamplerLutTrinitron_mipmap = "false"
SamplerLutTrinitron_wrap_mode = "clamp_to_border"
5 Likes

Just a loose translation how a decent crt like a 1084s would look like in 240p, using crt-sines SLANG and a bit of tweaking.

5 Likes

Looks awesome. Is it your number 1, reference 240p preset? That’s what I’m looking for. And would you care to share the chain, and/or any additional details about it like I proposed in the OP?

1 Like

-Target-monitor: mainly sony aperture grille (trinitron) but with a bit of hybrid of both dot mask and slot mask

-Target-source: 240p and 480i, I have a sub-presets for 4x upscaled 480 and 240p too

-Screen: mainly 1080p SDR

-Notes: unlike many presets that made as console base presets, my presets flavors focus on interlace and prescaled x4, my main goal and future focus is general purpose preset with more crt tv effects

-The chain itself:- Jobima crt guest advanced presets also I have preset to replicate SONY Trinitron without hybrid mask Sony "CRT Pixels" Preset

3 Likes

I got another fixed mask in another shader (not published) that resembles the actual 1084S mask better but don’t want to replace it (in the meantime) and break the shader’s adjustable “stagger” mask, even though it looks way better and more accurate. This mask was created after studying actual 1084S shots and decrease image to 1080p with lanczos, so it’s as good as it gets.

4 Likes

Target monitor: HDCRT Television

Target source: 6th and 7th gen. Wide range of resolutions, from 480i all the way up to 1080i. Sweet spots, just like in “real life”, hover between 720p and 960p.

Screen: 1440p, SDR

Notes: I used to own a Samsung HDCRT, and quirky as it was, 6 and 7 gen consoles looked way, way better on it than on any digital screen, and that would still be the case even today. Most people played ps3 and x360 on flat panels due to the scarcity, price tag and dimensions of high resolution, large tubes, but the way I see it, 720p/1080i are still “crt formats”, just like DVDs. Native 1080p is the bare minimum for a fully digital ecosystem.

This preset recreates that Samsung and its gritty mask (you can remove the slotmask for a cleaner look) pretty convincingly. The base here is consumer_crt (which btw is excellent, props to @DariusG!). Again I have achieved similar results with guest, hyllian and yah.

shaders = "4"
feedback_pass = "0"
shader0 = "shaders_slang/stock.slang"
alias0 = "ORIG_LINEARIZED"
wrap_mode0 = "clamp_to_border"
mipmap_input0 = "false"
filter_linear0 = "false"
float_framebuffer0 = "false"
srgb_framebuffer0 = "true"
scale_type_x0 = "source"
scale_x0 = "1.000000"
scale_type_y0 = "source"
scale_y0 = "1.000000"
shader1 = "shaders_slang/anti-aliasing/shaders/aa-shader-4.0-level2/aa-shader-4.0-level2-pass2.slang"
alias1 = ""
wrap_mode1 = "clamp_to_border"
mipmap_input1 = "false"
filter_linear1 = "true"
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/misc/shaders/image-adjustment.slang"
alias2 = ""
wrap_mode2 = "clamp_to_border"
mipmap_input2 = "false"
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/crt-consumer.slang"
alias3 = ""
wrap_mode3 = "clamp_to_border"
mipmap_input3 = "false"
filter_linear3 = "true"
float_framebuffer3 = "false"
srgb_framebuffer3 = "false"
scale_type_x3 = "viewport"
scale_x3 = "1.000000"
scale_type_y3 = "viewport"
scale_y3 = "1.000000"
AAOFFSET2 = "0.250000"
blurx = "0.000000"
blury = "0.000000"
warpx = "0.010000"
warpy = "0.010000"
corner = "0.010000"
inter = "0.000000"
Downscale = "2.000000"
scanlow = "8.000000"
beamlow = "1.500000"
beamhigh = "1.250000"
preserve = "0.660000"
brightboost1 = "3.000000"
brightboost2 = "1.000000"
quality = "2.000000"
glow_str = "0.500000"
nois = "5.000000"
Shadowmask = "8.000000"
slotmask = "0.400000"
slotwidth = "1.000000"
GAMMA_OUT = "2.200000"
vpower = "0.000000"
vstr = "0.000000"
4 Likes

As I understand it, the PS3 console does the upscaling internally. The games were rendered at 720 (usually), and then upscaled to 1080i or 1080p depending on the detected display. So it’s a bit of a grey area whether PS3 is native 1080p or not.

Shots look good!

1 Like

Very few PS3 games are rendered 1080p natively, but they were kinda screwing us with 720p anyway, because there are barely native res panels instead of 768p. I can output 1:1 pixels via VGA on mine, but not via HDMI.

1 Like

Most real-1080p 7th gen titles are indeed either ports of older games or not very demanding. The vast majority of them drop to 720p-ish or lower. Just like the ps1 can output 640x480 but most of the catalogue is 240p, or the OG XBox and its 720p mode.

The 360’s upscaler was actually quite decent, better than most tvs of its time. Not sure about the one in the ps3, but probably similar. For all intents and purposes though, I consider them 720p machines. And 720 (maaaybe 960, see screenshot) is probably the last format that really benefits from crt characteristics (besides motion resolution), which become essentially transparent as you go higher.

I’m currently trying to figure out and replicate how this monster renders higher resolutions. If I correctly understand how that thing works, it should be something like this (mighty guest-adv in Trinitron mode running at 960p). Cool stuff.

1 Like