I am using sRGB though, that’s under the Display Color Space parameter which is set to 0 by default, never touched it. I only changed the one above it which gives you the option of NTSC-U, NTSC-J and Pal. I wanted the US one so I changed it to that. On top of that I like grade’s color control more which is the reason guest even added grade to his shader because I asked for it to be included a while back. I only tweak the bare minimum with grade, mostly everything I leave on default
Yeah those require a wide color gamut as well because those specs have colors not contained within sRGB, it’s all a bit confusing.
The colors look good let’s just leave it at that lol
Well, subjectively maybe they do to you. But objectively there’s major clipping leading the colors to look oversaturated and out of whack.
But you do you man.
I always offer the option for you to put your own twist to it and post up pics/settings but you never do it. Tweak the colors to how you think it should look then post up your settings or post your version using guest’s color system instead of grade’s.
I just posted some pics of something I’m currently working on, with an eye toward accuracy.
I’ll see what I can do with your settings at some point.
I’m just trying to clarify how grade actually works, as per dogway, because it can be pretty confusing.
If you want any of the CRT phosphor gamuts to look right, you need to use a wide color gamut display with the appropriate Display Color Space setting (eg., 1, 2 or 3).
Yeah this feels like a catch 22 right now with grade because from your feedback about how Dogway’s grade works:
- You must choose one of the phosphor gamuts to have the color temperature adjustment work
- If you choose a phosphor gamut you need a wide gamut monitor to display the phosphor gamut correctly (which most people don’t have)
- You also mentioned that it needs a custom monitor LUT which matches your monitor (Which almost no one will know to do, and I think requires some hardware? )
Since phosphor gamut and the color temperature are IMO a couple of the core feature of grade this seems like a catch 22 situation, because to use the base features you have to fulfill these other requirements which will not be met by 99% of users.
So to me it seems that I am left with a couple of choices in the Mega Bezel to support the average user.
- Leave it as is with the phosphor gamut on so that color temperature keeps working, even if there is an issue with some colors going out of range.
- Use a different colour correction than grade which may not be as accurate, but doesn’t have these requirements
So I’m really not sure what the best solution is here
Even without the phosphor gamuts, the contrast pivot and gamma correction are still good reasons to use grade.
But yeah, everything else is advanced user stuff that probably only applies to 1% of all users.
In no way is this post intended to replace my presets from this post, but I thought I’d share what these presets were originally intended to look like but ended up being changed to what they are now cause it doesn’t look good without integer scaling and I don’t like using integer scaling. If integer scaling isn’t enabled you’ll get this moire pattern so I went into the parameters and changed it from 0 to 3 and the image went from this (it’s more noticable in game but you can see a moire-like pattern in the blue sky):
to a cleaner image like this:
If you don’t mind the image being cropped on the top and bottom a bit you’ll likely enjoy these presets, they even have scanlines now. For an even grittier old school look and feel on the 8/16 bit preset go into the parameters and change the Add Noise to -50 or -60 and the Bloom Distribution to 40 or 50.
I’ve also been using the glsl “crt-consumer” shader, it’s a good light weight shader for cores that only work good on the gl driver (yaba sanshiro):
shaders = "1" shader0 = "shaders_glsl/crt/shaders/testing.glsl" filter_linear0 = "true" wrap_mode0 = "clamp_to_border" mipmap_input0 = "false" alias0 = "" float_framebuffer0 = "false" srgb_framebuffer0 = "false" blurx = "0.450000" blury = "0.150000" warpx = "0.030000" warpy = "0.040000" corner = "0.020000" smoothness = "100.000000" scanlow = "4.000000" scanhigh = "5.000000" slotmask = "0.500000" slotwidth = "3.000000" double_slot = "2.000000" GAMMA_IN = "2.200000" sat = "1.000000" contrast = "1.100000" WP = "-100.000000"
Guest.r-Dr.Venom-mini on my old Xiaomi redmi note 3 pro (Snapdragon 650). I can’t run much, eg can’t run crt-consumer full speed let alone some heavy ones like Geom, but can run this and it looks good.
Most definitely looks good! Have you tried running these in conjunction with CPU based Video Filters like Blargg NTSC?
Also, what games are featured in those screenshots?
I have one preset in that phone with ntsc shader and Guest.r-mini on top of that. The games are Bruce Lee Master system, I think that is a homebrew and Chaos Engine (or else Soldiers of fortune in USA) for SNES.
22 posts were split to a new topic: It’s Squabblin’ Time! dry vs blurry edition
zfast_crt + ewa_curvature Shader Passes: 2 Shader #0: zfast_crt_finemask.slang Shader #0 Filter: Linear Shader #0 Scale: 5x Shader #1: ewa_curvature.slang Shader #1 Filter: Linear Shader #1 Scale: Default
Blur Amount X-Axis: 0.00 Scanline Darkness - Low: 9.00 Dark Pixel Brightness Boost: 1.40 Mask Effect Amount: 0.20 Mask/Scanline Fade: 0.30 EWA Curvature X-Axis: 0.01 EWA Curvature Y-Axis: 0.02 Mask Style: -1.00
shaders = 2 shader0 = shaders_slang/crt/shaders/zfast_crt/zfast_crt_finemask.slang filter_linear0 = "true" scale_type_x0 = "source" scale_x0 = "5.000000" scale_type_y0 = "source" scale_y0 = "5.000000" shader1 = shaders_slang/anti-aliasing/shaders/ewa_curvature.slang filter_linear1 = "true" BLURSCALEX = "0.000000" LOWLUMSCAN = "9.000000" BRIGHTBOOST = "1.400000" MASK_DARK = "0.200000" MASK_FADE = "0.300000" warpX = "0.011000" warpY = "0.021000" shadowMask = "-1.000000"
A post was merged into an existing topic: It’s Squabblin’ Time! dry vs blurry edition
2 posts were merged into an existing topic: It’s Squabblin’ Time! dry vs blurry edition
I love how in the middle of all this you just post this dry as hell scanlines only preset. NO mask, no controversy, lol. Looks good to me.
Reposting this here because I think the closeup is surprisingly good for how terrible this looks IRL on my crappy work monitor.
It looks like the real thing to me (except some visible LCD grid in the dark areas) But I’ll trust your words that it might not look good in normal viewing distance. Given how the forum shows the images, I believe semi-closeups (probably something like 2x zoom, not 5-10x zoom) gives you the best idea about how a preset might look like in real life. Will still be noticeably different obviously depending on the quality of the image and everyone’s monitor setup but I think semi-closeups will help reduce the discrepancies between expectations and reality for the forum users.
It’s very easy to get even 100% mask strength to look fantastic with the latest guest-dr-venom, using mask 0. Just a few small tweaks. Cranked up scanline saturation, some post crt brightness, adjusted the glow, crank up the scanlines a bit, and some color stuff.
(the usual disclaimer about viewing things at original size definitely applies)