Please show off what crt shaders can do!

Somewhere between the Mame shot and the pixie shot would be pretty sweet tbh.

The shots look good though.

Seems like your preset works perfectly with SNES games. And 6505K white point temp looks the best on my display.

Native 1080p Res :

5x integer scale :

After testing it with SNES games I thought maybe the GBA color palette was messing with the shader. But, even adding the GBA-Color shader (which simulates GBA’s LCD screen) doesn’t seem to help.

I’ll stick to my own preset for GBA games for the time I think.

P.S. - I prefer the 2nd BVM pic. Nice work!

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You can save the GBA shader pass by using the inbuilt core color correction of MGBA , I found that the shader doesn’t seem to work right with certain combinations, maybe it also gives different results here.

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Yeah, that’s very weird… Looks like something specific to your config, though. Even those Contra shots seem kinda off. I think there’s something going on besides what the shader is doing to the image.

Here’s mGBA w/ my shadow mask preset. Color temp is 5505K. I should probably revise my preset so that’s the default.

SNES9x 2010, same preset, 6505K

Before I go and upload these presets I need help coming up with a catchy name because I hate my username, lol. It’s just something dumb I hastily came up with years ago and I’ve been stuck with it ever since :stuck_out_tongue:

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I want to know what happens with a Game Boy Player connected to a CRT in real life. Does it pad the image to 240 lines?

Maybe I’m getting ahead of myself, but is there a shader that will add padding/letterboxing to the image? If my hunch is correct, we need to add 40 pixels to the top and bottom of the image (just black lines) before scaling it to whatever. @hunterk you probably know the answer to this, lol.

How about “maxDR” for your presets, since that’s the goal, right? :slight_smile:

Re: Game Boy Player, yes, it line-doubles and pads to 480i, actually, which looks pretty crappy, so a lot of people run homebrew to output 240p instead. But yeah, that’s what the border is for, mainly.

As such, in the ‘border’ shader directory, there are some SGB and GBP presets, which will do the padding, add a border and then apply a CRT shader on top. You can apply your shader passes instead.

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I’ve no idea why this preset is behaving like that on my system. It can’t be my RA setup as I just updated it to the latest version (clean zip extraction, no overwrites).

I assume you are using the same SLANG version of the preset in your thread. Right?

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What games do you think have the worst rainbow dither artifacts? So far my vote is for Eternal Champions. I can’t decide how bad I want my bad CRT to be:

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I just updated the preset posted in that thread, can you try that and post the same screen from Minish Cap when you get a chance?

@hunterk 480i, ew. I’ll give the border thing a try, thanks!

Yes, I think “guest-dr-venom-MaxDR-xVM” and “guest-dr-venom-MaxDR-shadowmask” will suffice. I don’t know if I’ll have any luck getting @guest.r to edit the ranges for the beam shape parameters, though, which is essential to getting the xVM preset to work. Looks like he’s moved on to other things :sweat_smile:

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Changing parameter range isn’t a particularly big deal. I think I can make an executive decision here to push it through.

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I mean people force the gameboy player thing into 480p on the GameCube.

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The degree of rainbow artifacting depends on the quality of the NTSC decoder used in the CRT (notch/bandpass, 1-3 line analogue, 2-3 line digital). A decent TV from the 80s probably had an analogue filter which would reduce the appearance of rainbows with a stationary image. 3D comb filters were introduced in the late 90s to early 00s and can make composite video almost indistinguishable from S-video.

So, it all depends on what vintage of CRT you’re going for.

The range for beam shape high and beam shape low should be 1.00 - 100.00, increment should be 1.00. I don’t know if that’s going overboard but that’s what I did, lol. Thanks!

how high/low does your preset actually go? Is there any point in going all the way to 100?

Beam shape high is at 100.00, beam shape low is at 1.00.

Ah, ok, then yeah, that should be fine. However, I think the presets can force values outside of the normal min/max, too, so it’s not exactly necessary just for the purpose of getting your presets in.

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Oh, that’s cool. I’ll test with unaltered guest-dr-venom just to make sure everything’s working right before submitting.

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So basically there’s no way to get scanlines (using actual hardware) with GBA without using home brew or modding? Is this correct?

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From my understanding yes, but 480p on the GameCube for GBA is very much a thing via homebrew version of the gameboy player. From my understanding the homebrew version of the player is the preferred version by most people that have tried it.

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@Nesguy In the end I want a range of shaders to demonstrate the various quirks of crt technology like a little tour of history. It’s fun to hit the “m” key to cycle through shaders from ugly rf composite nightmare, to a sharp rgb PVM. The mame_hlsl shader is very versatile but the ntsc monitor artifacts are aggressive and hard to control. Maybe I want “Hollywood ugly” not ugly ugly.

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