Please show off what crt shaders can do!

If I had to guess probably movies lol

Thanks!!! the new HLSL shader is NOW disponible on retroarch!! ( actualizing in retroarch update shaders option)

@hunterk I didn’t know you were the creator of HLSL in retroach, legend.

Thanks a lot! try to improve it whenever you can.

Testing :+1::ok_hand::clap::clap:

Countdown …T-1 …

:two: :zero: :zero: :zero:

Congratulations for 2000 contributions in a single thread.

:clap: :clap: :clap:

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Whit the new HSLS shader, you need to use the old HSLS shader, change the path that is in the directory old, inside hlsl directory, because the new hlsl shader was change and the paramethers not work.

“shaders_slang/crt/shaders/mame_hlsl/shaders/mame_distortion.slang”

change to:

“shaders_slang/crt/shaders/mame_hlsl/shaders/old/shaders/mame_hlsl/shaders/mame_distortion.slang”

very great config for old games, new games too.

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I can’t seem to decide between these two for GBA :

(I think, I kinda prefer the first pic more?)

Also, I’ll love it if someone can share their own Guest-Dr-Venom preset with me for GBA games!

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I prefer 2 but ya know preference lol.

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Usually, I also prefer Kurozumi’s preset (used for the second pic in my post above). But because of GBA’s low resolution (lower than usual) of 240x160, I think the scanlines are too thick for my liking.

Example :

Too much detail gets lost with those thick scanlines in the second pic!

From that two y preffer the first.

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Still trying with the new HLSL options… Even i not like how mask appears…

Now with hum bar and jitter effect :grin: (and now with f8 hotkey retroarch this captures)

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@DevilSingh

I can still make out all the details with both of them 🤷

The main difference I’m seeing is percieved sharpness between the two.

Just use what looks better to you.

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This is the shader that actualy im using.

now with hotkey capture f8, not phone.

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I don’t mind it much, but I can easily turn the blur down in that preset.

I made that post mainly to fish for GBA presets, lol!

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1st is absolutely more appropriate here due to low resolution. It also looks more like a GBA.

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Not sure if those are my most recent settings; I’ve done some additional fine-tuning since then, I think. My current shader settings can be found here. I believe I’ve achieved the maximum dynamic range possible while avoiding clipping or eye strain and maintaining visibility of dark details. Feedback from @Rafan and others was a big help. Some adjustments to Dogway’s grade shader have to be made on a per-game basis for optimum results, though.

For the slotmask, I recommend the following changes to the parameters in guest-dr-venom:

CRT Mask: -1.00

Slot Mask Strength: 0.50 - 1.00 depending on how bright your backlight can get. 0.70 seems about right to me.

Slot Mask Size - 3.00 seems about right if you want to emulate a TV at 1080p. 2.00 looks a bit more like a pro monitor.

This is for 1080p; you’ll need to make an adjustment to slot mask size and width for different resolutions. I also recommend 5x vertical scale because reasons.

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You know @Dogway did overhauls to grade again right?

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I started writing a comprehensive guide to all the CRT masks but there’s just too much going on right now and I’m too damn lazy.

If you check the shader notes within the shader file, descriptions are given for each mask.

You need to consider the resulting TVL when using these masks at different resolutions and the TVL of different CRT displays. You can determine the TVL by determining the width of the phosphor triad in pixels and dividing the vertical resolution in pixels by the width of the phosphor triad in pixels.

Some quick notes. Numbers below refer to the masks in guest-dr-venom.

0 - cgwg aperture grille. Good for emulating a consumer-grade Trinitron at 720p, looks like a PVM at 1080p.

1 - weird slot mask, needs higher than 1080p. Not great since it results in chromatic aberration

2 - 3 line aperture grille. TVL is roughly equal to a consumer-grade Trinitron at 1080p. Not a great mask; results in chromatic aberration

3 - stretched dot mask. Doesn’t resemble any known CRT mask but it avoids chromatic aberration. 270 TVL at 1080p, 540 TVL at 4K

4 - coarse dot mask, needs higher than 1080p resolutions and results in CA

5 - 2 line aperture grille, same resolution recommendations as mask 0, except this one does some kind of brightness compensation that has an undesirable effect on gamma

6 - another variant of the 2 line aperture grille; becomes fainter over brighter colors (the opposite of what happens with real CRT phosphors). Also does weird stuff to gamma in my experience.

7 - yet another 2 line aperture grille that does unwanted stuff to gamma. Black and white.

So, basically, my recommendation is to use either mask 0 at 720p to emulate a consumer-grade Trinitron or at 1080p to emulate a PVM. Use mask 3 if you want something that more closely resembles a shadow mask CRT. The guest-dr-venom slotmask (the one with separate parameters) is also very good as it avoids chromatic aberration and can be adjusted to different sizes for different resolutions. There are also a lot of good masks for 4K displays in @hunterk’s giant mask shader function.

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Nope, I’ll check it out though. Life’s been a bit hectic.

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He did a handful of things, like 2 or 3?

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Idk, I like both of those for different reasons. I think razor-sharp pixels are fine for GBA because the artwork was designed for the GBA’s LCD screen. They both have their charms, though.

I think the LCD shader is another good option for handheld systems.

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