it should be good now, sorry bud.
Ah ok I see now, I set the borders to full in genesis plus and now it looks the way it’s suppose to, I see you put your own twist to it as well to your liking, nice. Hmm now I’m wondering if i can incorporate this into my 8/16 bit presets but somehow keep the sharpness as well, it might be impossible but it’s worth a try I guess.
I’mt not sure if this composite looking is to your taste but at least, i love to have it as another alternative. Any artifact is welcome… I’m looking up for your presets !
I like it actually, it’s different and brings a nostalgic vibe to it. I don’t know if I’ll be able to pull it off. For starters I believe those mame encode and decode passes should be in the chain after the convert-ntsc pass in the chain instead of having them as the first 2 in the chain, not sure how I can get those there without screwing the whole shader up
I took another stab at it and I think this is the clearest I’ll be able to get with this RF look, try it out and tell me what you think:
One thing is for sure, the waterfalls and pipes are now blended correctly and you now get the rainbow effect in all its glory.
shaders = "17"
shader0 = "shaders_slang/crt/shaders/mame_hlsl/shaders/mame_ntsc_encode.slang"
filter_linear0 = "true"
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/mame_hlsl/shaders/mame_ntsc_decode.slang"
filter_linear1 = "true"
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/dithering/shaders/sgenpt-mix.slang"
filter_linear8 = "false"
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"
ntscsignal = "1.000000"
avalue = "0.000000"
bvalue = "0.000000"
ccvalue = "3.579535"
scantime = "47.900070"
g_crtgamut = "0.000000"
g_vignette = "0.000000"
g_cntrst = "0.400000"
ntsc_scale = "1.619999"
SHARPEN = "2.000000"
SGPT_BLEND_OPTION = "2.000000"
SGPT_BLEND_LEVEL = "0.000000"
bloom = "-0.700000"
halation = "0.100000"
gamma_c = "1.360000"
brightboost = "1.300000"
brightboost1 = "1.250000"
gsl = "-1.000000"
h_sharp = "1.100001"
s_sharp = "1.500000"
ring = "0.100000"
warpX = "0.050000"
warpY = "0.070000"
csize = "0.080000"
bsize1 = "0.300000"
shadowMask = "10.000000"
maskstr = "1.000000"
slotmask = "1.000000"
slotmask1 = "1.000000"
slotwidth = "4.000000"
double_slot = "2.000000"
mclip = "0.350000"
gamma_out = "2.000000"
deconrry = "1.250000"
deconrby = "-1.250000"
decons = "1.200000"
addnoised = "-0.100000"
noiseresd = "1.000000"
noisetype = "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"
Jail bar de-dithering, (aka waterfall blending) & Sharp Sega Genesis Output at the same time.
CyberLab Genesis for Blargg + Blargg NTSC Genesis Composite CyberLab Special Edition video filter
CyberLab Turbo Duo
CyberLab SNES
CyberLab SNES (MDAPT Off)
CyberLab SNES Sharp
You have to load full resolution then zoom in or view fullscreen in order for these to look correct because of the mask and scanline settings.
I’ve updated my “accurate” presets. They’re designed to be accurate. Basically I’m just trying to recreate the Megatron CVM shader in guest-dr-venom 100% mask strength, no bloom or other lighting effects. These presets rely purely on the brightness of the display being used for accurate phosphor emulation, so be sure to crank up the backlight.
suggestions for improvement are welcome!
high TVL RGB
low TVL RGB
high TVL NTSC
Download here:
you can add up: addnoised = “0.520000” noiseresd = “3.000000”
so this way should look more likely to my experience with NES/Genesis RF-switch permanent video signal. Composite definetely don’t have this effect though. At least this way is more likely what I used to get with the Genesis I had and the NES that still do have through RF-Switch.
In NES, I still get the Rainbow colors but really don’t know if it’s the same or more intense than Composite connection though.
Wonderful presets from you bud, keep it up. I’m your fan.
Edit: also, since there’re almost no presets RF-switch as well, I think it fits very well the audio settings > output rate set down to 16000 or 22000 (my taste). Also in there, audio resampler quality set to 1 or “very low”. And in GPGX core options to Mono output.
with this update, do you mean your “CyberLab__Blending-And-Transparency__1080p__PVM-Edition__ADV” preset ?
thanks again for your awesome work. Dithering looking awesome as always.
Edit: I have checked this preset mentioned above and Sonic waterfall looks so crystalline now. This is a little suggestion from my taste if you would like to include it with your composite-looking preset but I like a lot the sound settings with:
- audio_resampler_quality: 1 (or very low)
- audio output rate in: 16000 or 22000
- Genesis Plus GX, audio settings: output sound set to Mono
Keep it up with such awesome work !
your 3rd preset, low TVL RGB should change first sentence to: #reference “high TVL RGB.slangp”
thanks for sharing your cool work around bud-
I was referring to my CyberLab Mega Bezel Death To Pixels Shader Preset Pack in general.
The names of the actual presets used are shown above the screenshots.
In this update, I increased the sharpness setting in my custom Blargg NTSC Genesis Composite CyberLab Special Edition video filter preset.
This method opens the door to even wider use of the Blargg filters. I had tried de-dithering Turbo Duo games using it but it was way too blurry and text was illegible.
I’m definitely going to take a look and see if this can also work for Turbo Duo games which also feature lots of dithering in many titles.
Thanks for the positive feedback and suggestions!
above your screenshots only says: CyberLab Genesis for Blargg but there’s no preset called like that.
CyberLab Genesis for Blargg + Blargg NTSC Genesis Composite CyberLab Special Edition video filter
Those are actually abbreviated or friendly versions of the preset names. I thought it would be understood that I was referring to the following combination of:
CyberLab_Genesis_for_CyberLab_or_Core_Blargg_Composite_Filter.slangp slang shader preset
Used in conjunction with
Blargg_NTSC_Genesis_Composite_CyberLab_Special_Edition.filt video filter
There are no other preset names that actually match or are close to the shortened forms I used there so I was really hoping that it would be understood which presets I was referring to.
My apologies for the confusion. For clarity, these are the full, unabbreviated names of my main presets.
yeah its better off understandable now. Really appreciate it.
I have a question about the " reflections - advanced " folder. Do the reflections have to do with the emulated TV reflections you get next to the TV on screen or does it have to do with something else ?
I actually love that effect, it’s really nice. I almost get 100% of GPU usage for it (GTX 1050 mini 2GB) but i think is a great feature for retro experience.
Aside from that, is there a chance you can combine or allow using one of the several other TV-screens from Soqueroeu-TV-Backgrounds_V2.0 package ?
some like these look so incredibly good:
I think I finally obtained the impossible, I think this is the cleanest I’ll get the guest shader with the RF rainbow look, check it out:
shaders = "17"
shader0 = "shaders_slang/crt/shaders/mame_hlsl/shaders/old/shaders/mame_hlsl/shaders/mame_ntsc.slang"
filter_linear0 = "true"
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/dithering/shaders/sgenpt-mix.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/dithering/shaders/jinc2-dedither.slang"
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"
ntscsignal = "1.000000"
avalue = "0.000000"
bvalue = "0.000000"
ccvalue = "3.582045"
scantime = "47.900070"
SGPT_BLEND_OPTION = "0.000000"
SGPT_BLEND_LEVEL = "0.000000"
g_crtgamut = "0.000000"
g_vignette = "0.000000"
g_cntrst = "0.400000"
ntsc_scale = "1.620001"
SHARPEN = "2.000000"
blendMode = "0.000000"
JINC_SHARP = "3.000000"
SIGMA_VB = "0.750000"
bloom = "-0.700000"
halation = "0.100000"
gamma_c = "1.360000"
brightboost = "1.300000"
brightboost1 = "1.250000"
gsl = "-1.000000"
h_sharp = "1.100001"
s_sharp = "1.500000"
ring = "0.100000"
warpX = "0.050000"
warpY = "0.070000"
csize = "0.080000"
bsize1 = "0.300000"
shadowMask = "10.000000"
maskstr = "1.000000"
slotmask = "1.000000"
slotmask1 = "1.000000"
slotwidth = "4.000000"
double_slot = "2.000000"
mclip = "0.350000"
gamma_out = "2.000000"
deconrry = "1.250000"
deconrby = "-1.250000"
decons = "1.200000"
addnoised = "-0.100000"
noiseresd = "1.000000"
noisetype = "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"
Thank you I’m glad you like my presets, with these new settings you can expect a nice juicy shader update tomorrow. For genesis plus to get that low pass Model 1 audio sound I use Nuked (YM2612), mono, low-pass and low pass filter percent to 55. I also switch the interlaced option to double field. As for the noise I’d likely put it to -30 for that grungy static look which I like.
I hope you enjoy these settings until my next shader update
This looks great, why not freeze it and make a new grungy version preset?
Thank you and that’s a good idea, maybe I’ll include that as extras in my next pack or just make it the default look. I’ll see by tomorrow I guess
You’re welcome!
Yes the ones in the folder with “Advanced - Full Reflections” in its name have the real-time reflections enabled on the bezels.
There’s also the “Performance - No Reflections” folder which has all of the CRT effects except the real-time bezel reflections.
Yes, they can be combined and I’ve already done this and even made special presets for this purpose. I’ve included these in the “MBZ_3_Standard_Full_Reflections” folder.
You should take a read of the first post in my thread where I talk about all of the things I’ve included in my preset pack and how to install, use and get the most out of them. I even have videos showing these particular presets in action but I have a feeling you haven’t seen them yet.
The presets in the MBZ_3_Standard_Full_Reflections folder should also give you better performance than the ones in the MBZ_1_Advance_Full_Reflections folder and possibly even the ones in the MBZ_2_Performance-No_Reflections folder. So you should be able to get full reflections with better performance than you’re getting currently plus enjoy those awesome @soqueroeu TV backgrounds that you like!
You can use other Soqueroeu-TV Backgrounds by simply changing the reference line in any of the Soqueroeu-TV CyberLab Special Edition Presets to match the filename of the background you want to use.
You can even combine them with my custom Blargg Video Filter presets or the Core Provided ones, which is what I recommend in my first post if you also want to get great de-dithering.
looks very good. Little reminder that with core options, Borders = full then Scantime = 51.80. Borders disabled then scantime = 47.70
The rainbow here seems to dissapear on static frames. Even though I set the core into one frame by hotkey, i still can’t see the rainbow through the shaders menu. Is there some way to do it ? This way I could tweak the rainbow intensity.
Edit:
I have made a little tweak to your last preset changing up:
ntsc_scale = “0.690000”
addnoised = “-0.300000”
This way reminds me very well those default NTSC-composite presets that are available for retroarch but now including the rainbow banding.