Please show off what crt shaders can do!

Here are some images. Like I said, the last image looked different cause it was from a video. These are print screens from in game. For me they wont look correct unless I right click and open in new window.

2 Likes

Thanks! From gray ramp, I can tell that you’re getting some clipping and some crushed blacks, so the dynamic range could be improved. There’s going to be some lost detail in very dark or very bright content with these settings. Can you also post color bars? It looks like high-contrast edges are nice and sharp while still softening the pixel edges, although some additional examples would make it easier to judge this. Try posting something with sprites that have black borders around them (SMB 3 works). Sharpness test looks good, though. The higher scale you’re using might also make a difference, here; I’ve only played around with Royale at 1080p.

Seems like the general consensus is that royale looks best at 4k, really anything higher than 1080p tbh.

1 Like

I am not really into making it that perfect. I also play on a projector (3200 lumen, 1080p) so my brightnes and contrast is probably very different than yours. I think about buying a pvm or bvm but I am not sure it is worth it for just older games. I have not seen one irl in 20 years so I dont know of the difference is that big… is it? Maybe it is. The screen size will absolutely be different tough :slight_smile:

Yeah that’s a pretty unique setup. You’re still going to get lost detail with those settings (crushed blacks, clipping). The clipping is probably easier to live with but you’re going to be missing a lot with darker games. On the plus side, the scanlines look very nice if you’re into the BVM look.

You do get a lot more detail and dimension with masks in 4k and my little 1650 laptop gpu seems to handle it ok. Does anyone get weird intermittent bugs with Vulkan and screenshots? Some days it plays nice others not.

1 Like

Haven’t even uploaded this preset yet and I’m already finding ways to improve it :stuck_out_tongue:

I think this is getting pretty close to the maximum dynamic range possible without introducing clipping (I know I’ve said that before but I’m running out of tricks). I’ll have time to do some additional fine-tuning/tests tomorrow. This is probably going overboard with the bright pixel boost.

2 Likes

Sorry I haven’t finished that up yet, ended up being busy today. Haven’t had a chance to finish up the work I needed to do on it and finish testing.

1 Like

lol no worries. Thanks for the help.

1 Like

Not a big deal tbh. Just have to get the free time/motivation to do things lol.

1 Like

I did stop being lazy enough yesterday to make new switches for my arcade buttons and do a basic cleaning of @Nesguy’s presets.

Need to finish up some things on the presets, and install my new switchs tomorrow.

Just a couple test screens, trying to dial in dark pixel bright boost. I think maybe there’s such a thing as too much dynamic range. While all the detail is still technically visible in the second shot, you really have to strain to see it, and our modern displays are easily washed out by any number of factors: ambient light, glossy screens (better for CRT emulation), viewing angles, and backlight bleed (and these settings are intended to be used with maxed-out backlights). I think this really depends on the quality of the display and the viewing conditions. On a better display and/or in a dark room, you might be able to lower dark pixel bright boost a bit lower than 0.50 while still being able to easily see all the detail in dark content.

1 Like

It’s taken me a bit but I have the dosbox_core up and running with general midi and a bunch of sound fonts to play with. I grew up with a mac and was always jealous of X-Wing and Tie-Fighter so I’m looking forward to playing through them and see what I missed.

5 Likes

I’ve been using Lottes for the last week and I’m really liking its glow effect.

4 Likes

Lottes is decent but it’s an older shader and there are better options now IMO. Personally, glow hurts my eyes with prolonged use and it also washes out the image. Biggest reason why I don’t use Lottes is that it lacks subtractive sharpening. Basically, either the entire image is too sharp or high-contrast edges are too blurry. CRTs were able to keep high-contrast edges quite sharp, at least when using a high-quality signal.

Guest-dr-venom, custom settings. (I swear I’m going to get these uploaded either today or tomorrow)

Lottes with curvature removed.

Lottes looks too blurry, and you can tell the fake mask (enormous pixels). I would choose guest.r shader over it any day. Crt-geom is better too, and crt-easymode. But one could just choose guest.r as you can imitate both crt-geom and easymode with it.

1 Like

@hunterk

Ok, before I go and screw anything up, I just want to make sure I have this procedure down.

  1. Fork the thing that I want to make changes to (do I have to do all of shaders/slang/?)

  2. Add files

  3. Click pull request, compare the fork that I made changes to to the master

  4. profit…?

Yes, fork the entire repo, make your changes either in the web interface or via command line (don’t worry about number of commits; I’ll just squash it down to one anyway), create a pull request comparing your fork to the main repo.

I’ll merge it in whenever I see it come up.

2 Likes

Ok, I think I did it :slight_smile:

Hmm, I’m not seeing it. Is this you? https://github.com/nesguy