Please show off what crt shaders can do!

I’m not sure what you mean. I was referring to the fact that the gaps between the green subpixel and the red and blue subpixels is wider than the gap between the red and blue subpixels. Magenta-green looks like this with RGB subpixels:

RxBxGxRxBxGxRxBxGxRxBxGxRxBxGxRxBxGx

The size of the gaps between subpixels is consistent; it’s always 1 subpixel ON followed by one subpixel OFF.

2 Likes

Anyway the point is you can’t have 2 subpixels of different LCD pixels one right next to the other without blending to another color.

2 Likes

universal aesthetic pixel art

I’m done with realistic shaders! This preset has 2 passes of Dilation to preserve small line details and squeezes them. Adaptive sharpening is very heavy compared to anything else but gets any job done without ringing artefacts. The second pass may be unnecessary. xBRZ4x rounds sharp corners and smoothens jagged lines. Vibrancy + Unsharp help punch out more colors and contrast. Lottes CRT is extremely straight-forward for how good it looks. I prefer very subtle effect. Finally, the secret incredient, GaussianBlur with a nice blooming effect and I went totally overboard with it.

I totally recommend little blooming if you feel like there’s something missing from your own CRT imitation setup. This here is somehow different from all the halation and diffuse effects I’ve tried before. All this is achieved via ReShade and can be applied on any game/media than runs on openGL, Vulcan or DirectX9+.

5 Likes

Some Saturn gaming

5 Likes

Been playing around with Mask 11 in guest-advanced, and it appears to work really well with the slot mask effect, especially if I tweak it so as to remove scanlines. Makes for a nice low TVL look that smooths out the whole image, and it works wonders for a game like DKC. The nature of the mask itself, combined with the lack of scanlines, also helps combat the loss in brightness from using a full strength mask together with the slot mask a little.

2 Likes

Little tweak to my last shader post, I adjusted the sharpness this time around, here’s how it looked previously:

Here’s how it looks now:

Slot Mask Arcade/32/64/128 bit/480i preset:

shaders = "17"
shader0 = "shaders_slang/crt/shaders/guest/advanced/stock.slang"
filter_linear0 = "false"
wrap_mode0 = "clamp_to_border"
mipmap_input0 = "false"
alias0 = ""
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/guest/advanced/stock.slang"
filter_linear1 = "false"
wrap_mode1 = "clamp_to_border"
mipmap_input1 = "false"
alias1 = "StockPass"
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/crt/shaders/guest/advanced/afterglow0.slang"
filter_linear2 = "true"
wrap_mode2 = "clamp_to_border"
mipmap_input2 = "false"
alias2 = "AfterglowPass"
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/advanced/grade/pre-shaders-afterglow-grade.slang"
filter_linear3 = "true"
wrap_mode3 = "clamp_to_border"
mipmap_input3 = "false"
alias3 = "PrePass0"
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/advanced/ntsc/ntsc-pass1.slang"
filter_linear4 = "false"
wrap_mode4 = "clamp_to_border"
frame_count_mod4 = "2"
mipmap_input4 = "false"
alias4 = ""
float_framebuffer4 = "true"
srgb_framebuffer4 = "false"
scale_type_x4 = "source"
scale_x4 = "4.000000"
scale_type_y4 = "source"
scale_y4 = "1.000000"
shader5 = "shaders_slang/crt/shaders/guest/advanced/ntsc/ntsc-pass2.slang"
filter_linear5 = "true"
wrap_mode5 = "clamp_to_border"
mipmap_input5 = "false"
alias5 = ""
float_framebuffer5 = "false"
srgb_framebuffer5 = "false"
scale_type_x5 = "source"
scale_x5 = "0.500000"
scale_type_y5 = "source"
scale_y5 = "1.000000"
shader6 = "shaders_slang/crt/shaders/guest/advanced/custom-fast-sharpen.slang"
filter_linear6 = "true"
wrap_mode6 = "clamp_to_border"
mipmap_input6 = "false"
alias6 = "NtscPass"
float_framebuffer6 = "false"
srgb_framebuffer6 = "false"
scale_type_x6 = "source"
scale_x6 = "1.000000"
scale_type_y6 = "source"
scale_y6 = "1.000000"
shader7 = "shaders_slang/crt/shaders/guest/advanced/convert-ntsc.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 = "0.500000"
scale_type_y7 = "source"
scale_y7 = "1.000000"
shader8 = "shaders_slang/crt/shaders/guest/advanced/stock.slang"
filter_linear8 = "true"
wrap_mode8 = "clamp_to_border"
mipmap_input8 = "true"
alias8 = "PrePass"
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/advanced/avg-lum-ntsc.slang"
filter_linear9 = "true"
wrap_mode9 = "clamp_to_border"
mipmap_input9 = "true"
alias9 = "AvgLumPass"
float_framebuffer9 = "false"
srgb_framebuffer9 = "false"
scale_type_x9 = "source"
scale_x9 = "1.000000"
scale_type_y9 = "source"
scale_y9 = "1.000000"
shader10 = "shaders_slang/crt/shaders/guest/advanced/linearize-ntsc.slang"
filter_linear10 = "true"
wrap_mode10 = "clamp_to_border"
mipmap_input10 = "false"
alias10 = "LinearizePass"
float_framebuffer10 = "true"
srgb_framebuffer10 = "false"
scale_type_x10 = "source"
scale_x10 = "1.000000"
scale_type_y10 = "source"
scale_y10 = "1.000000"
shader11 = "shaders_slang/crt/shaders/guest/advanced/gaussian_horizontal.slang"
filter_linear11 = "true"
wrap_mode11 = "clamp_to_border"
mipmap_input11 = "false"
alias11 = ""
float_framebuffer11 = "true"
srgb_framebuffer11 = "false"
scale_type_x11 = "absolute"
scale_x11 = "640"
scale_type_y11 = "source"
scale_y11 = "1.000000"
shader12 = "shaders_slang/crt/shaders/guest/advanced/gaussian_vertical.slang"
filter_linear12 = "true"
wrap_mode12 = "clamp_to_border"
mipmap_input12 = "false"
alias12 = "GlowPass"
float_framebuffer12 = "true"
srgb_framebuffer12 = "false"
scale_type_x12 = "absolute"
scale_x12 = "640"
scale_type_y12 = "absolute"
scale_y12 = "480"
shader13 = "shaders_slang/crt/shaders/guest/advanced/bloom_horizontal.slang"
filter_linear13 = "true"
wrap_mode13 = "clamp_to_border"
mipmap_input13 = "false"
alias13 = ""
float_framebuffer13 = "true"
srgb_framebuffer13 = "false"
scale_type_x13 = "absolute"
scale_x13 = "640"
scale_type_y13 = "absolute"
scale_y13 = "480"
shader14 = "shaders_slang/crt/shaders/guest/advanced/bloom_vertical.slang"
filter_linear14 = "true"
wrap_mode14 = "clamp_to_border"
mipmap_input14 = "false"
alias14 = "BloomPass"
float_framebuffer14 = "true"
srgb_framebuffer14 = "false"
scale_type_x14 = "absolute"
scale_x14 = "640"
scale_type_y14 = "absolute"
scale_y14 = "480"
shader15 = "shaders_slang/crt/shaders/guest/advanced/crt-guest-advanced-ntsc.slang"
filter_linear15 = "true"
wrap_mode15 = "clamp_to_border"
mipmap_input15 = "false"
alias15 = ""
float_framebuffer15 = "true"
srgb_framebuffer15 = "false"
scale_type_x15 = "viewport"
scale_x15 = "1.000000"
scale_type_y15 = "viewport"
scale_y15 = "1.000000"
shader16 = "shaders_slang/crt/shaders/guest/advanced/deconvergence-ntsc.slang"
filter_linear16 = "true"
wrap_mode16 = "clamp_to_border"
mipmap_input16 = "false"
alias16 = ""
float_framebuffer16 = "false"
srgb_framebuffer16 = "false"
scale_type_x16 = "viewport"
scale_x16 = "1.000000"
scale_type_y16 = "viewport"
scale_y16 = "1.000000"
g_signal_type = "0.000000"
wp_temperature = "8004.000000"
quality = "0.000000"
ntsc_phase = "3.000000"
SHARPEN = "2.999999"
CONTR = "0.150000"
GAMMA_INPUT = "2.200000"
interm = "5.000000"
SIGMA_HB = "0.750000"
SIGMA_VB = "0.750000"
bloom = "0.700000"
bloom_dist = "0.500000"
halation = "0.100000"
gamma_c = "1.360000"
brightboost = "1.300001"
brightboost1 = "1.250000"
gsl = "-1.000000"
scanline1 = "2.500000"
scanline2 = "14.000000"
beam_min = "1.800000"
beam_max = "0.775000"
beam_size = "0.750000"
scan_falloff = "0.250000"
spike = "1.500000"
sth = "0.300000"
warpX = "0.040000"
warpY = "0.050000"
csize = "0.115000"
bsize1 = "0.300000"
shadowMask = "10.000000"
maskstr = "1.000000"
mask_gamma = "2.399999"
slotmask = "1.000000"
slotmask1 = "1.000000"
slotwidth = "4.000000"
double_slot = "2.000000"
mclip = "0.350000"
gamma_out = "2.200000"
deconrry = "1.250000"
deconrby = "-1.250000"
decons = "1.400000"
addnoised = "-0.160000"
noiseresd = "1.000000"
post_br = "1.100000"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4"
SamplerLUT1 = "shaders_slang/crt/shaders/guest/advanced/lut/trinitron-lut.png"
SamplerLUT1_linear = "true"
SamplerLUT1_wrap_mode = "clamp_to_border"
SamplerLUT1_mipmap = "false"
SamplerLUT2 = "shaders_slang/crt/shaders/guest/advanced/lut/inv-trinitron-lut.png"
SamplerLUT2_linear = "true"
SamplerLUT2_wrap_mode = "clamp_to_border"
SamplerLUT2_mipmap = "false"
SamplerLUT3 = "shaders_slang/crt/shaders/guest/advanced/lut/nec-lut.png"
SamplerLUT3_linear = "true"
SamplerLUT3_wrap_mode = "clamp_to_border"
SamplerLUT3_mipmap = "false"
SamplerLUT4 = "shaders_slang/crt/shaders/guest/advanced/lut/ntsc-lut.png"
SamplerLUT4_linear = "true"
SamplerLUT4_wrap_mode = "clamp_to_border"
SamplerLUT4_mipmap = "false"

Slot Mask 8/16 bit/PC systems preset:

shaders = "17"
shader0 = "shaders_slang/crt/shaders/guest/advanced/stock.slang"
filter_linear0 = "false"
wrap_mode0 = "clamp_to_border"
mipmap_input0 = "false"
alias0 = ""
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/guest/advanced/stock.slang"
filter_linear1 = "false"
wrap_mode1 = "clamp_to_border"
mipmap_input1 = "false"
alias1 = "StockPass"
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/crt/shaders/guest/advanced/afterglow0.slang"
filter_linear2 = "true"
wrap_mode2 = "clamp_to_border"
mipmap_input2 = "false"
alias2 = "AfterglowPass"
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/advanced/grade/pre-shaders-afterglow-grade.slang"
filter_linear3 = "true"
wrap_mode3 = "clamp_to_border"
mipmap_input3 = "false"
alias3 = "PrePass0"
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/advanced/ntsc/ntsc-pass1.slang"
filter_linear4 = "false"
wrap_mode4 = "clamp_to_border"
frame_count_mod4 = "2"
mipmap_input4 = "false"
alias4 = ""
float_framebuffer4 = "true"
srgb_framebuffer4 = "false"
scale_type_x4 = "source"
scale_x4 = "4.000000"
scale_type_y4 = "source"
scale_y4 = "1.000000"
shader5 = "shaders_slang/crt/shaders/guest/advanced/ntsc/ntsc-pass2.slang"
filter_linear5 = "true"
wrap_mode5 = "clamp_to_border"
mipmap_input5 = "false"
alias5 = ""
float_framebuffer5 = "false"
srgb_framebuffer5 = "false"
scale_type_x5 = "source"
scale_x5 = "0.500000"
scale_type_y5 = "source"
scale_y5 = "1.000000"
shader6 = "shaders_slang/crt/shaders/guest/advanced/custom-fast-sharpen.slang"
filter_linear6 = "true"
wrap_mode6 = "clamp_to_border"
mipmap_input6 = "false"
alias6 = "NtscPass"
float_framebuffer6 = "false"
srgb_framebuffer6 = "false"
scale_type_x6 = "source"
scale_x6 = "1.000000"
scale_type_y6 = "source"
scale_y6 = "1.000000"
shader7 = "shaders_slang/crt/shaders/guest/advanced/convert-ntsc.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 = "0.500000"
scale_type_y7 = "source"
scale_y7 = "1.000000"
shader8 = "shaders_slang/crt/shaders/guest/advanced/stock.slang"
filter_linear8 = "true"
wrap_mode8 = "clamp_to_border"
mipmap_input8 = "true"
alias8 = "PrePass"
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/advanced/avg-lum-ntsc.slang"
filter_linear9 = "true"
wrap_mode9 = "clamp_to_border"
mipmap_input9 = "true"
alias9 = "AvgLumPass"
float_framebuffer9 = "false"
srgb_framebuffer9 = "false"
scale_type_x9 = "source"
scale_x9 = "1.000000"
scale_type_y9 = "source"
scale_y9 = "1.000000"
shader10 = "shaders_slang/crt/shaders/guest/advanced/linearize-ntsc.slang"
filter_linear10 = "true"
wrap_mode10 = "clamp_to_border"
mipmap_input10 = "false"
alias10 = "LinearizePass"
float_framebuffer10 = "true"
srgb_framebuffer10 = "false"
scale_type_x10 = "source"
scale_x10 = "1.000000"
scale_type_y10 = "source"
scale_y10 = "1.000000"
shader11 = "shaders_slang/crt/shaders/guest/advanced/gaussian_horizontal.slang"
filter_linear11 = "true"
wrap_mode11 = "clamp_to_border"
mipmap_input11 = "false"
alias11 = ""
float_framebuffer11 = "true"
srgb_framebuffer11 = "false"
scale_type_x11 = "absolute"
scale_x11 = "640"
scale_type_y11 = "source"
scale_y11 = "1.000000"
shader12 = "shaders_slang/crt/shaders/guest/advanced/gaussian_vertical.slang"
filter_linear12 = "true"
wrap_mode12 = "clamp_to_border"
mipmap_input12 = "false"
alias12 = "GlowPass"
float_framebuffer12 = "true"
srgb_framebuffer12 = "false"
scale_type_x12 = "absolute"
scale_x12 = "640"
scale_type_y12 = "absolute"
scale_y12 = "480"
shader13 = "shaders_slang/crt/shaders/guest/advanced/bloom_horizontal.slang"
filter_linear13 = "true"
wrap_mode13 = "clamp_to_border"
mipmap_input13 = "false"
alias13 = ""
float_framebuffer13 = "true"
srgb_framebuffer13 = "false"
scale_type_x13 = "absolute"
scale_x13 = "640"
scale_type_y13 = "absolute"
scale_y13 = "480"
shader14 = "shaders_slang/crt/shaders/guest/advanced/bloom_vertical.slang"
filter_linear14 = "true"
wrap_mode14 = "clamp_to_border"
mipmap_input14 = "false"
alias14 = "BloomPass"
float_framebuffer14 = "true"
srgb_framebuffer14 = "false"
scale_type_x14 = "absolute"
scale_x14 = "640"
scale_type_y14 = "absolute"
scale_y14 = "480"
shader15 = "shaders_slang/crt/shaders/guest/advanced/crt-guest-advanced-ntsc.slang"
filter_linear15 = "true"
wrap_mode15 = "clamp_to_border"
mipmap_input15 = "false"
alias15 = ""
float_framebuffer15 = "true"
srgb_framebuffer15 = "false"
scale_type_x15 = "viewport"
scale_x15 = "1.000000"
scale_type_y15 = "viewport"
scale_y15 = "1.000000"
shader16 = "shaders_slang/crt/shaders/guest/advanced/deconvergence-ntsc.slang"
filter_linear16 = "true"
wrap_mode16 = "clamp_to_border"
mipmap_input16 = "false"
alias16 = ""
float_framebuffer16 = "false"
srgb_framebuffer16 = "false"
scale_type_x16 = "viewport"
scale_x16 = "1.000000"
scale_type_y16 = "viewport"
scale_y16 = "1.000000"
SHARPEN = "2.999999"
CONTR = "0.150000"
GAMMA_INPUT = "2.200000"
SIGMA_HB = "0.750000"
SIGMA_VB = "0.750000"
bloom = "0.700000"
bloom_dist = "0.500000"
halation = "0.100000"
gamma_c = "1.360000"
brightboost = "1.300001"
brightboost1 = "1.250000"
gsl = "-1.000000"
scanline1 = "2.500000"
scanline2 = "14.000000"
beam_min = "1.800000"
beam_max = "0.775000"
beam_size = "0.750000"
scan_falloff = "0.250000"
spike = "1.500000"
sth = "0.300000"
BLOOM = "3.000000"
warpX = "0.040000"
warpY = "0.050000"
csize = "0.115000"
bsize1 = "0.300000"
shadowMask = "10.000000"
maskstr = "1.000000"
mask_gamma = "2.399999"
slotmask = "1.000000"
slotmask1 = "1.000000"
slotwidth = "4.000000"
double_slot = "2.000000"
mclip = "0.350000"
gamma_out = "2.200000"
deconrr = "1.750000"
deconrb = "-1.750000"
deconrry = "1.250000"
deconrby = "-1.250000"
decons = "1.200000"
addnoised = "-0.300000"
noiseresd = "1.000000"
post_br = "1.100000"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4"
SamplerLUT1 = "shaders_slang/crt/shaders/guest/advanced/lut/trinitron-lut.png"
SamplerLUT1_linear = "true"
SamplerLUT1_wrap_mode = "clamp_to_border"
SamplerLUT1_mipmap = "false"
SamplerLUT2 = "shaders_slang/crt/shaders/guest/advanced/lut/inv-trinitron-lut.png"
SamplerLUT2_linear = "true"
SamplerLUT2_wrap_mode = "clamp_to_border"
SamplerLUT2_mipmap = "false"
SamplerLUT3 = "shaders_slang/crt/shaders/guest/advanced/lut/nec-lut.png"
SamplerLUT3_linear = "true"
SamplerLUT3_wrap_mode = "clamp_to_border"
SamplerLUT3_mipmap = "false"
SamplerLUT4 = "shaders_slang/crt/shaders/guest/advanced/lut/ntsc-lut.png"
SamplerLUT4_linear = "true"
SamplerLUT4_wrap_mode = "clamp_to_border"
SamplerLUT4_mipmap = "false"

As always you must have the latest guest advanced shader which can be downloaded here for my presets to display properly.

https://www.mediafire.com/file/0veovpnw2qwfe95/crt-guest-advanced-ntsc-slotmask+presets+2-26-2022.zip/file

@HyperspaceMadness they’re all yours whenever you decide to update your project.

6 Likes

Good work on the Slot Mask presets @sonkun! I like to see things getting clearer and sharper, particularly text.

Time to start your own little thread and zip those presets!

2 Likes

A tweak of zfast-crt to run 60+fps on my tiny netbook with 1024x600 and Atom. And still runs 60+ on a 1080p monitor, at 1280 x 720 resolution (3x or 4x-handhelds) Before it was running around 40-45 on it’s tiny 600p monitor. Scanlines in reality are almost pefrectly aligned even at non-integer.

3 Likes

Wow @DariusG! You just keep getting better and better! Great job!

2 Likes

I passed the mask coordinates to vertex shader and that gave it a huge boost for some reason.

1 Like

doing anything in the vertex instead of the fragment means it runs just 4x per frame instead of once per pixel per frame (that is, 4x vs >2 million times at 1920x1080). However, that usually doesn’t work for things like masks that need to know the exact pixel location.

4 Likes

This works on vertex shader and then passed to mask

mod_factor = TEX0.x * OutputSize.x * TextureSize.x / InputSize.x;

2 Likes

Thank you, I’m glad you guys like it. First I fixed up the brightness then the sharpness because who wants to play a game where it’s too bright and it’s hard to read the text, then I pretty much got rid of the moire that was bugging me. I’m not sure what else needs to be tweaked at this point.

I might just have to start a thread the way I’m always tweaking it lol, I also took your advice and added a dl link, that should make the shaders even more accessible now.

3 Likes

Pretty much satisfied using this on HSM/Cyber with various core res sampling/mdapt values (and vba-colors from that one GBA/DS phat color accuracy thread).

Still tinkering with gamma and such because Donkey Kong Country for the GBA is so hideous.

Settled with PAL on Grade because it feels the most “at home” for me; I spent months tinkering with my own colors based on my gut feeling, but decided to just reset most of the colors and not change too many settings.

For example, SNES Donkey Kong Country has the Kong skin shine too much (especially on darker stages). Also, red background objects, purple cave crystals and the ground on the first stage never ended up looking right until I just ended up resetting most of my settings.

If I feel like it, I may post comparison pics. I looked and I somehow didn’t save any, otherwise I would post them.

#reference "Mega_Bezel_Community/CyberLab/MBZ__2__Performance_No_Reflections/4K_Optimized_Presets/CyberLab__Composite-Sharp__PVM-Edition__ADV.slangp"
HSM_STATIC_LAYERS_GAMMA = "0.750000"
HSM_NON_INTEGER_SCALE = "85.169968"
HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = "50.000000"
HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = "1400.000000"
HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = "50.000000"
HSM_INTERLACE_MODE = "0.000000"
HSM_ANTI_FLICKER_THRESHOLD = "5.000000"
HSM_SCREEN_VIGNETTE_ON = "0.000000"
HSM_INTRO_WHEN_TO_SHOW = "0.000000"
MDAPT_MODE = "0.000000"
SGPT_ON = "1.000000"
SGPT_BLEND_OPTION = "6.000000"
SGPT_BLEND_LEVEL = "0.000000"
compositeConnection = "1.000000"
signalResolutionI = "175.000000"
signalResolutionQ = "175.000000"
GDV_AFTERGLOW_THRESHOLD = "0.500000"
AS = "0.200000"
g_crtgamut = "3.000000"
g_cntrst = "0.000000"
glow = "-0.000000"
SIZEH = "6.000000"
SIGMA_H = "1.200000"
SIGMA_V = "1.200000"
halation = "0.000000"
SIGMA_HB = "0.700000"
SIGMA_VB = "0.700000"
gamma_c = "1.000000"
gsl = "0.000000"
beam_min = "1.300000"
beam_size = "0.600000"
vertmask = "0.000000"
spike = "1.000000"
h_sharp = "5.200000"
shadowMask = "7.000000"
maskstr = "0.300000"
maskDark = "0.500000"
slotms = "1.000000"
deconrr = "-1.000000"
deconrb = "1.000000"
deconrry = "-1.000000"
deconrby = "1.000000"
addnoised = "0.200000"

For, say, DOS/PC-96 games; is there any way to achieve this effect? https://www.vogons.org/viewtopic.php?p=415718#p415718

Should be a very simple mask I assume, but I have no clue where to start.

Ah; I had recent pics on Discord. GBA I am still playing around with; I disabled GTU and chose the 8th mask for starters

3 Likes

Well it seems like you’re trying to achieve a Shadow Mask effect which was common in PC-Monitors. You can start with any of my Computer Monitor presets and adjust the

"HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = "1400.000000"

I see you have it at 1400 here. That should work to remove the thick scanlines. You can also try a setting of 200.

Then you can adjust the mask size and strength to taste or even experiment with other mask Types from 1-4.

1 Like

The magenta green checkerboard pattern is the closest you can get. I don’t know if it’s been incorporated into guest-dr-venom.

3 Likes

With the recent versions one can use the ‘mask shift’ option to create such a pattern. RGBX (mask 10) with mask shift of 2.0 can also be used.

5 Likes

Very nice preset! Now it’s my favorite!

2 Likes

Aside from all of them being too blurry, there’s a weird “mid-scanline swell” that often occurs with the NTSC shaders. It’s not aesthetically pleasing IMO, nor is it accurate. Unfortunately nothing I do seems to fix it.

The NTSC shaders/filters are a tricky beast. If you try to make them sharper using the available methods, it does weird and undesirable things to the scanline taper (scanlines should smoothly taper from one pixel to the next as the color/brightness changes), and/or it introduces ringing or other undesirable side-effects.

I thought introducing some scanline deconvergence might help with the mid-scanline swelling, but nope. Still there. You can see it in the “G” very clearly, in Sonic’s eye, and elsewhere.

2 Likes

These are very over-saturated but perhaps that’s a personal preference. I also do not care for how much glow/bloom/whatever there is in the brights, causing the mask detail to be completely lost, but that’s a necessary evil if you want things to be bright enough on non-HDR screens.

1 Like