Please show off what crt shaders can do!

@Nesguy I,

I took your parameters with the reflectionshader guest-venom + GTU I find it really interesting to lower the parameter scanline dark / bright and mount in return beam min / max

I find that there is a little less moire with curvature.

I am in 1080P on a Samsung TV screen that will celebrate these 12 years I tell myself that my screen must be far below those of today.

I am really a beginner regarding mask knowledge, scanline tvl … and my English is limited so it is difficult for me to follow you.

(I have a too recent CRT Trinitron and in 100Hz I admit I do not like the image) so I do not compare.

Your parameters seem to be with a mask-less could you help me from the reflectionshader (guest-venom and / or guestsm)

How do you know you have the right color or the right light see even the right scanlines

Do you use 240P Test-Suite?

Thank you

Most shaders see a huge improvement with 4K and higher resolutions. Brighter displays, better color depth and higher refresh rates are all beneficial for CRT emulation.

TVL = Television lines. Basically, this was used as a measurement of a TV’s resolution back in the day.

A higher TVL means greater phosphor density and more pronounced scanlines.

I think the parameters for the reflection shader should be similar. Guest-SM is designed to be used with the mask.

Yep, I used the color bars test pattern in 240p Test Suite and gradually reduced the strength of the scanlines until they were no longer visible over the brightest colors, then gradually increased the strength of the scanlines until they were all visible again.

For the blur, I just used a variety of sources and eyeballed it. Below 3.00, black lines lose a lot of sharpness and a lot of details in pixel art won’t look right. Above 4.00 starts looking too sharp and anything above 5.00 looks like nearest neighbor- this also depends on the sharpness of the display being used, though.

For color, make sure the display you’re using is calibrated and then check out Dogway’s grading shader. Syh posted a link a few posts up.

Scanline type - you can select this in the parameter options. Type 2 is recommended for high TVL and type 0 for low TVL. Use scanline1 and scanline2 for large adjustments and beam_min and beam_max for additional fine-tuning.

For brightness, you can use a light meter or a smartphone app that measures light and use the white screen in Fudoh’s 240p test suite. You can also eyeball it- you just want to make sure that white is actually white and not gray.

Gray ramp, color bars and PLUGE are all useful for adjusting brightness, color levels, contrast and gamma. You can press “start” at any point to bring up the help screen in Fudoh’s 240p Test Suite.

Bear in mind that display specs/calibration WILL affect the min/max parameter settings. With better contrast and color depth you can reduce the scanline strength even further before they disappear over the brightest colors, and more brightness means you can increase the scanline strength more. I’m not sure, but I think display resolution will also affect this.

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Hi,

Thank you very much for these explanations

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This!!

Even going from a 3 year old TV to my new Samsung last year the improvements are massive, blacks are actual black now, massive boost in screen brightness and obviously the bump to 4K.

TVs are only going to get brighter and high resolution so be a win win for emulation and shader packs, im guessing 8K will be around the point when we can properly emulate CRT masks with the correct brightness levels…exciting times!!

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Some random images :slight_smile:
(Remember to open in new window and click zoom once to get the even scanlines)

The wierd thing is that it doesnt look as good on my phone as it does on my projector. My phone is a Galaxy S7 Edge, I guess its a 1440p screen? My projector is a 1080p one. On my old 42" lcd tv (720p) it looks horrible (even if I turn off the tv’s scaler). I wonder if it would look good on a modern Oled tv??

Some updates here on my Sega Genesis shader. I modified ProfessorBraun slotmask because i didn’t like how it looked, it was correct for whites, but when a subphosphor was off it looked wrong. I used mask_triad 2.50 for 1080p the other crt-royale settings need to follow along his setup. I haven’t applied signal bandwidth emulation here yet.

BW slotmask

EDIT: mask update (untested)

slot_mask update

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This looks awesome! Can you post your preset?

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That mask pattern looks surprisingly good at that resolution, it’s not “accurate” in terms of the phosphors/subpixels but it conveys the texture of the mask really well. How does it work? Does Royale scale the mask based on the mask_triad setting? I haven’t played around with Royale much but I may need to give it a try, now.

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@DevilSingh , Thank you! It’s an update of my ongoing shader for Genesis (and Sega family + SNES) Here’s the chain I used. My settings are a bit different now. By the way, I forgot to convert screenshot to sRGB, oh well, looks good still.

gamma_out = "2.200000"
gamma_in = "2.400000"
gamma_type = "1.000000"
g_vignette = "1.000000"
g_vstr = "50.000000"
g_vpower = "0.500000"
g_csize = "0.070000"
g_bsize = "100.000000"
wp_temperature = "9311.000000"
g_sat = "-0.020000"
g_vibr = "0.000000"
g_hpfix = "1.000000"
g_lum = "0.070000"
g_cntrst = "0.000000"
g_mid = "0.500000"
g_lift = "0.040000"
blr = "0.000000"
blg = "0.000000"
blb = "0.000000"
wlr = "0.950000"
wlg = "1.000000"
wlb = "1.100000"
rg = "0.000000"
rb = "0.000000"
gr = "0.000000"
gb = "0.000000"
br = "0.000000"
bg = "0.150000"
quality = "1.000000"
bw = "0.000000"
linearize = "0.000000"
crt_gamma = "2.200000"
lcd_gamma = "2.200000"
levels_contrast = "1.000000"
halation_weight = "0.000000"
diffusion_weight = "0.130000"
bloom_underestimate_levels = "0.800000"
bloom_excess = "0.000000"
beam_min_sigma = "0.040000"
beam_max_sigma = "0.205000"
beam_spot_power = "0.010000"
beam_min_shape = "2.000000"
beam_max_shape = "2.000000"
beam_shape_power = "0.010000"
beam_horiz_filter = "2.000000"
beam_horiz_sigma = "0.040000"
beam_horiz_linear_rgb_weight = "1.000000"
convergence_offset_x_r = "-0.500000"
convergence_offset_x_g = "0.000000"
convergence_offset_x_b = "0.500000"
convergence_offset_y_r = "0.000000"
convergence_offset_y_g = "0.000000"
convergence_offset_y_b = "0.000000"
mask_type = "1.000000"
mask_sample_mode_desired = "1.000000"
mask_specify_num_triads = "0.000000"
mask_triad_size_desired = "2.500000"
mask_num_triads_desired = "480.000000"
aa_subpixel_r_offset_x_runtime = "0.000000"
aa_subpixel_r_offset_y_runtime = "0.000000"
aa_cubic_c = "4.000000"
aa_gauss_sigma = "0.250000"
geom_mode_runtime = "2.000000"
geom_radius = "1.800000"
geom_view_dist = "2.000000"
geom_tilt_angle_x = "0.000000"
geom_tilt_angle_y = "-0.017453"
geom_aspect_ratio_x = "432.000000"
geom_aspect_ratio_y = "329.000000"
geom_overscan_x = "1.000000"
geom_overscan_y = "1.000000"
border_size = "0.015000"
border_darkness = "2.000000"
border_compress = "2.500000"

@Nesguy I’m not too knowledgeable on crt-royale (or shaders in general), but he modified user-settings.h and user-cgp-constants.h to set the tiling according to the mask size. I couldn’t find the original post where he posted his crt-royale mod when testing these days. I went back and forth modifying the mask to make it look more like some macro shots. He uses the convergence_offset settings to convey an RGB phosphor mask, I think it’s more manageable so I like that, it didn’t look fine for N64 but everything below I guess it’s fine.

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Thanks. Will test these settings in the morning.

omg i opened the photo and could swear it was an actual picture of a crt, when i read the comment i was surprised, please share your preset, parameters etc, this looks insanely good

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I was bored, so here’s some screens of my current shader chain. This is using a sub-pixel mask and should be viewed in fullscreen for best effect. I’m using some deconvergence and I’m also doing some color adjustments. Any games anybody want screens for?

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This shader looks really, like really good. Just as a side note though, if you’re going for ‘full accuracy’ of the look. You might want to turn off “disable sprite limit” for genesis. That’s why sonic’s belly is hanging over the banner haha.

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Is that just your aperature settings? These look amazing. Especially that Tomb Raider menu.

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lol that’s true, didn’t notice as I’m always too focused on the smaller things : D

So “disable sprite limit” does more harm than good? I’ll leave it off then.

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Sonic’s belly is one of the few really obvious issues. You can leave it on for the most part.

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@hunterk

How many images for you think are too many for a single post? lol

I’m thinking of taking some more screens but I don’t want to destroy the thread, haha.

Edit: As I don’t want to add a single reply in thread just for thanking you for that answer. So thanks, lol.

I usually try to limit myself to ~4 :stuck_out_tongue:

I think uploading a bunch to an imgur album and then posting a couple of highlights here is a good way to handle it.

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I wouldn’t say more harm than good - it’s a balance. Some games there’s no issues, some games there’s minor issues like that. I haven’t seen anything major from it.

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Yes it is the same. It is important to turn off/on the integer when switching systems to really make the lines even.

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