Very impressed with HDR in Retroarch, this is with mask strength at full and BFI and it’s still plenty bright!
something I have issues with is the size of the mask. It’s too small on 1440p and if you double the size in the setting is just way too big! I’ve fiddled a little, any idea to to make it 1.5 times as big?
Could probably do some retrofitting of more guest.r mask code, as it’s part of the way there anyway
Open the shader .glsl file with an editor and find these lines of code
{
float line = maskLight;
float odd = 0.0;
if (fract(pos.x/4.0) < 0.5)
odd = 1.0;
if (fract((pos.y + odd)/2.0) < 0.5)
line = maskDark;
replace
pos.x/4.0
with
pos.x/6.0
try replacing fract (pos.y + odd)/2.0 with 3.0 too
That’s good as long as you scale 6x
To everyone that used or is using my last shader preset, there’s been a small update to my last shader post which you can find here. There was a problem where the afterglow wasn’t working as intended which I had discussed about here with @guest.r, that issue has now been fixed with his latest shader update so please update them.
@HyperspaceMadness when you see this post please update your mega bezel project with my updated presets when you get a chance.
Did you add the custom grade to your preset chain? Since the Mega Bezel already has grade I wonder how HSM will handle this.
Yes I did add it, that’s the only way for me to get the afterglow working correctly. I’m sure he’ll find a way to adjust things on his end
Replace the color shader in guests chain with the modded grade shader, get profits? Dunno
Yeah I will probably retrofit @guest.r’s adjusted grade into the one the Mega Bezel is using
Dumb question - are there specific masks/shaders that should be used on OLED’s to account for the difference in subpixel arrangement?
Yes, mask 7 in GDV. Black and white aperture.
What about for a slot mask on the C1? Because dude I tried for hours tweaking stuff last night and I still cannot get a slot mask to look right without destroying the image. Really bummed out.
I
For 400p and 480p, (which is what 200p and 240p is getting pixel-doubled to with VGA) you need a 1440p monitor. To get a correct looking mask, you need 3 LCD pixels per CRT “pixel”. 400x3 = 1200, and 480x3 = 1440. So both 400p and 480p won’t ever look right on a 1080p display (unless you do integer scaling and overscale it, losing content on the outer edges.)
As for which shaders look good, most actually do. Easymode, hyliian, lottes, the guest ones… This is a photo of an actual CRT monitor:
Most shaders can replicate that look very well. However, as mentioned, you either need a 1440p display (or higher), or you need to overscale, which for PC games is unfortunately not an option, since “TV overscan” is not a thing with VGA. Games usually utilize the full resolution and there’s no empty overscan areas.
5x scale would be ok. You get 1600*1000, with cgwg mask you have 800 “CRT” pixels and a scanline every 4 bright lines in the middle of the pixel (and darken a bit the last line). That would be pretty accurate. Of course 6x would be perfect, with 1 dark line-2 bright
5x scale would be 3200x2000
You can even fake the look with crt-nes-mini, thickness 4.0 and intensity 0.66 at 1280*800. If you add cgwg mask and a subtle filter would be even more convincing.
(crt-guest-advanced-ntsc-fast
from https://forums.libretro.com/t/new-crt-shader-from-guest-crt-guest-advanced-updates/25444)