Please show off what crt shaders can do!

Prepare for arcade stick spam! XD jkjk

For real though, I’ll be posting a couple pics of all the parts I’ve collected now, sometime next week.

I still need to get a few more japanese levers (sticks), though I do have a few now, still team korean lever all the way tbh.

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Working on something!

Soon™

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Not advertising. Just found man who record gameplay on PVM. Now I use it for color / effect matching in games that use shaders. Example of Super Donkey Kong 3 - Super Famicom

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any settings? and version of Guest.r?

I don’t have the PC now, it’s mask 7, with mask intensity raised a bit and scanlines beam 6 and 12, scanlines dark 1,6 or so and bright 0,95 iirc

CRT-Guest-Advanced for ReShade :

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1 Like

Took me a bit but I got RetroArch running on my iPad Pro. It looks great even with no gpu. Here is venom_sm on some DoomII in dosbox.

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It’s amazing how much better Doom looks with a CRT shader :smile:

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I’m assuming things are running at 60hz but that 120hz Oled screen of the iPad is nice looking. If only you don’t have to dance around to get emulators up and running on iOS.

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It looks like this link is dead. Is there any other way to get this shader? I’m drooling over it a little bit. Maybe a lot a bit. lol I didn’t see it in the folders at all.

2 Likes

Been messing around with mask 3 in the guest shader lately.

Retro-Arch-AArch64-20210401-173237 Retro-Arch-AArch64-20210401-173506 Retro-Arch-AArch64-20210401-174341 Retro-Arch-AArch64-20210401-175528 Retro-Arch-AArch64-20210401-182543

shaders = "12"
shader0 = "shaders_slang/stock.slang"
filter_linear0 = "false"
wrap_mode0 = "clamp_to_border"
mipmap_input0 = "false"
alias0 = "StockPass"
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/crtsim/composite.slang"
filter_linear1 = "true"
wrap_mode1 = "clamp_to_border"
mipmap_input1 = "false"
alias1 = ""
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/grade.slang"
filter_linear2 = "true"
wrap_mode2 = "clamp_to_border"
mipmap_input2 = "false"
alias2 = "PrePass"
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/guest/crt-gdv-new/avg-lum.slang"
filter_linear3 = "true"
wrap_mode3 = "clamp_to_border"
mipmap_input3 = "true"
alias3 = "AvgLumPass"
float_framebuffer3 = "false"
srgb_framebuffer3 = "false"
scale_type_x3 = "source"
scale_x3 = "1.000000"
scale_type_y3 = "source"
scale_y3 = "1.000000"
shader4 = "shaders_slang/crt/shaders/guest/crt-gdv-new/linearize.slang"
filter_linear4 = "true"
wrap_mode4 = "clamp_to_border"
mipmap_input4 = "false"
alias4 = "LinearizePass"
float_framebuffer4 = "true"
srgb_framebuffer4 = "false"
scale_type_x4 = "source"
scale_x4 = "1.000000"
scale_type_y4 = "source"
scale_y4 = "1.000000"
shader5 = "shaders_slang/crt/shaders/guest/crt-gdv-new/gaussian_horizontal.slang"
filter_linear5 = "true"
wrap_mode5 = "clamp_to_border"
mipmap_input5 = "false"
alias5 = ""
float_framebuffer5 = "false"
srgb_framebuffer5 = "false"
scale_type_x5 = "viewport"
scale_x5 = "0.500000"
scale_type_y5 = "source"
scale_y5 = "1.000000"
shader6 = "shaders_slang/crt/shaders/guest/crt-gdv-new/gaussian_vertical.slang"
filter_linear6 = "true"
wrap_mode6 = "clamp_to_border"
mipmap_input6 = "false"
alias6 = "GlowPass"
float_framebuffer6 = "false"
srgb_framebuffer6 = "false"
scale_type_x6 = "viewport"
scale_x6 = "0.500000"
scale_type_y6 = "viewport"
scale_y6 = "0.500000"
shader7 = "shaders_slang/crt/shaders/guest/crt-gdv-new/bloom_horizontal.slang"
filter_linear7 = "true"
wrap_mode7 = "clamp_to_border"
mipmap_input7 = "false"
alias7 = ""
float_framebuffer7 = "false"
srgb_framebuffer7 = "false"
scale_type_x7 = "source"
scale_x7 = "1.000000"
scale_type_y7 = "source"
scale_y7 = "1.000000"
shader8 = "shaders_slang/crt/shaders/guest/crt-gdv-new/bloom_vertical.slang"
filter_linear8 = "true"
wrap_mode8 = "clamp_to_border"
mipmap_input8 = "false"
alias8 = "BloomPass"
float_framebuffer8 = "false"
srgb_framebuffer8 = "false"
scale_type_x8 = "source"
scale_x8 = "1.000000"
scale_type_y8 = "source"
scale_y8 = "1.000000"
shader9 = "shaders_slang/crt/shaders/guest/crt-gdv-new/crt-guest-dr-venom2.slang"
filter_linear9 = "true"
wrap_mode9 = "clamp_to_border"
mipmap_input9 = "false"
alias9 = ""
float_framebuffer9 = "false"
srgb_framebuffer9 = "false"
scale_type_x9 = "viewport"
scale_x9 = "1.000000"
scale_type_y9 = "viewport"
scale_y9 = "1.000000"
shader10 = "shaders_slang/crt/shaders/guest/crt-gdv-new/deconvergence.slang"
filter_linear10 = "true"
wrap_mode10 = "clamp_to_border"
mipmap_input10 = "false"
alias10 = ""
float_framebuffer10 = "false"
srgb_framebuffer10 = "false"
scale_type_x10 = "viewport"
scale_x10 = "1.000000"
scale_type_y10 = "viewport"
scale_y10 = "1.000000"
shader11 = "shaders_slang/misc/glass.slang"
filter_linear11 = "true"
wrap_mode11 = "clamp_to_border"
mipmap_input11 = "false"
alias11 = ""
float_framebuffer11 = "false"
srgb_framebuffer11 = "false"
scale_type_x11 = "source"
scale_x11 = "1.000000"
scale_type_y11 = "source"
scale_y11 = "1.000000"
Tuning_Persistence_R = "0.000000"
Tuning_Persistence_G = "0.000000"
Tuning_Persistence_B = "0.000000"
Tuning_Bleed = "0.000000"
Tuning_Artifacts = "0.000000"
NTSCLerp = "0.000000"
NTSCArtifactScale = "0.000000"
g_space_out = "3.000000"
g_mid = "1.000000"
wp_temperature = "8004.000000"
g_sat = "0.600000"
g_lift = "-0.150000"
LUT_Size1 = "32.000000"
LUT_Size2 = "32.000000"
lsmooth = "0.900000"
GAMMA_INPUT = "3.499999"
interm = "5.000000"
bloom = "0.900000"
halation = "0.200000"
gamma_c = "1.500000"
brightboost = "2.000000"
brightboost1 = "3.000000"
scanline1 = "15.000000"
scanline2 = "5.000000"
beam_min = "2.499999"
beam_size = "0.700000"
h_sharp = "3.000001"
s_sharp = "0.000000"
smart_ei = "20.000000"
ei_limit = "12.000000"
sth = "1.000000"
BLOOM = "1.000000"
csize = "0.010000"
warpX = "0.030000"
warpY = "0.040000"
shadowMask = "3.000000"
maskstr = "1.000000"
maskDark = "0.000000"
maskLight = "1.000000"
mcut = "0.250000"
mask_gamma = "3.499999"
gamma_out = "3.499999"
deconr = "-2.000000"
decons = "1.000000"
g_reflgrain = "0.700000"
g_reflstr = "0.100000"
g_fresnel = "0.500000"
gz = "1.100000"
gzr = "1.000000"
gzg = "1.000000"
goyr = "0.000000"
goyg = "0.000000"
TO = "0.000000"
ASAT = "1.000000"
PER = "2.000000"
temperature = "8004.000000"
textures = "MaskTexture;NTSCArtifactSampler;shadowMaskSampler;SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4"
MaskTexture = "shaders_slang/crt/shaders/mame_hlsl/resources/aperture-grille.png"
MaskTexture_wrap_mode = "clamp_to_border"
MaskTexture_mipmap = "false"
NTSCArtifactSampler = "shaders_slang/crt/shaders/crtsim/artifacts.png"
NTSCArtifactSampler_linear = "true"
NTSCArtifactSampler_wrap_mode = "clamp_to_border"
NTSCArtifactSampler_mipmap = "false"
shadowMaskSampler = "shaders_slang/crt/shaders/crtsim/mask.png"
shadowMaskSampler_linear = "true"
shadowMaskSampler_wrap_mode = "clamp_to_border"
shadowMaskSampler_mipmap = "false"
SamplerLUT1 = "shaders_slang/crt/shaders/guest/lut/sony_trinitron1.png"
SamplerLUT1_linear = "true"
SamplerLUT1_wrap_mode = "clamp_to_border"
SamplerLUT1_mipmap = "false"
SamplerLUT2 = "shaders_slang/crt/shaders/guest/lut/sony_trinitron2.png"
SamplerLUT2_linear = "true"
SamplerLUT2_wrap_mode = "clamp_to_border"
SamplerLUT2_mipmap = "false"
SamplerLUT3 = "shaders_slang/crt/shaders/guest/lut/other1.png"
SamplerLUT3_linear = "true"
SamplerLUT3_wrap_mode = "clamp_to_border"
SamplerLUT3_mipmap = "false"
SamplerLUT4 = "shaders_slang/crt/shaders/guest/lut/custom_lut.png"
SamplerLUT4_linear = "true"
SamplerLUT4_wrap_mode = "clamp_to_border"
SamplerLUT4_mipmap = "false"
4 Likes

Does anyone have a clean way of combining the gtu-v50 slang shader with crt-royale? I tried adding it as the first few passes on top of royale and that didn’t work at all

GTU is probably the best crt blurring shader I’ve personally seen and I feel like it would do wonders on top of royale but I can’t quite get the two to place nice

1 Like

Showing off @HyperspaceMadness presets.

5 Likes

GBA Megaman Zero 2 xBRZ 5 + Grid Overlay

GBA Aria of Sorrow xBRZ 5 + Grid Overlay

3 Likes

CRT-Royale-Kurozumi (view image)

1 Like

HSM venom set with some GTU and scanline adjustments

8 Likes

Testing out the brand new PCSX2 core with geust-drvenom

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very nice knob , and welcome to see more PCSX2 shaders in this thread.

@datjocko It looks beautiful! I did a preset with Venom too. I’m using Lottes mask, but I think the white tone is a little weak. I already used GTU as antidither instead of dither detection as mdapt, then I started using sgenptmix (which has some settings that I think are better than those of mdapt). But I think the gaussian-blur-sharp shows something similar to ntsc shaders, with no color blurs, and without breaking fonts and other details. I use gaussian-blur-sharp with guest-venom.

Look:

4 Likes