Just tested it and now I know what you mean! Amazing as BGR is better on a white background on a RGB monitor. The difference is very subtle, though.
I think we need at least some three or four additional masks to subpixel_mask.h. I find that a (magenta, green, white) looks slightly better than (green, magenta, white) on my RGB monitor. Probably is the other way around for a BGR monitor. And they can replace those (black, white, white) fake masks.
This shader reminds me of when my friend bought a PC and I was really jelly. He had Moto Racer and FF7. I didn’t get a PC until the Windows ME ‘Packard Bell’ days - 1999
Do all “monitors” look the same? Remember this is Libretro Forums mind you.
How is the mask on a “monitor” supposed to look?
Note: You have to load full resolution, then open in new tab or window, zoom in or view fullscreen in order for these to look correct because of the mask and scanline settings.
Oh, 4K. I don’t know how those look at 4K. I only have a 1440p display. I was referring to the 1080p image of Virtua Tennis. That looks completely wrong to me. (Viewed unscaled, of course.) That mask structure is just too huge for a monitor. It needs to be finer. Of course very old monitors probably had a coarser dot-pitch, but surely not as coarse as the one in that screenshot.
I went through about 4 VGA CRT monitors in the 90s. They all share the same characteristic: when viewed from a normal distance, meaning just sitting in front of it and using your PC normally (as opposed to touching the screen with your nose and squinting your eyes to see the mask), then the screen looks almost like things are being painted on a canvas. The screen appears to have a fine “wavy” pattern to it:
(That’s a VGA CRT on a PC, not a SNES. The game is running in an emulator.)
One of the best ways I currently know of to replicate the look, at least on my 1440p display, is with crt-guest-advanced’s mask 6 with stagger set to 1. Slot mask parameters all set to 0. They don’t look right on 1440p.
You still don’t seem to understand what I’m trying to say. What monitor are talking about? All monitors were not created equally. The Commodore 1702 Monitor was basically a TV without a tuner.
Compared to PC VGA Monitors a Commodore 1702 Monitor’s mask structure would be pretty coarse. So if you’re saying that the mask is waay too coarse to be a PC VGA Monitor, I would agree with you but that doesn’t apply to all computer monitors.
I don’t think it has anything to do with the resolution of the screen and screenshot in question although it’s harder to get things as fine at 1080p resolution.
If you played Dreamcast on a Commodore 1702 Monitor it might not look that far off from the screenshot when it comes to the coarseness of the shadow mask, which is something that I can distinctly remember noticing when playing my Turbo Duo games on one back in the day.
Those Computer Monitor presets were inspired by my desire to create a shadow mask preset to more closely recreate how the image might look on a Commodore 1702 Monitor not a PC VGA monitor. I used Lottes in my first attempts but in more recent times I’ve been able to make a couple presets using slot mask patterns.
I think it does a pretty good job of taming some of the aliasing - a possible positive side effect of the coarseness of the mask. If I were to create a PC VGA Monitor preset and run Dreamcast at 1x Native Resolution on it, things would be pretty sharp with the mask pattern very tiny but with much more aliasing at that native resolution.
Essentially the coarser mask produces a sort of half-tone effect kinda like what was seen in magazines. Depending on who you ask, this could be seen as an enhancement or desirable effect.
That’s understandable but I was a Commodore man before I became a PC guy and the Commodore 1702 Monitor hooked up to a VCR was my TV for almost all of my youth. My fondest console gaming memories were experienced on its glorious, clean, sharp and vivid slot mask display!
Old school games seem to look decent with the 1080p Optimized version as well, especially if you don’t try to stick your nose into the screen but instead view it from a few feet across the room as one might be inclined to do if playing on a 40" TV. Which is how my systems are setup.
From close-up Lottes Mask 3 (or is it 2?) looks very nice from a coarseness perspective, however I have yet been able to get it working properly as I get alternating dark and light scanlines no matter what I try. I’ve tried default scanline settings, Integer Scale, Non-Integer Scale, same thing, so it’s unusable for me at the moment.
I’ve been using the lottes mask too in the past. When guest.r added the “mask shift/stagger” option, mask 6 with stagger 1 became the better option. For a scanline-doubled VGA monitor look, I mean. It’s too fine for emulating an old-school Commodore monitor.
Will try that one again sometime, probably when I’m ready to start emulating DOS Games.
Those Computer Monitor Presets were created before the Mask Offset was added and at the time I wanted all of my presets to have visible RGB “phosphor” triads when viewed from up close to the screen.
I like they way they look when I use them in the way that I use them (including the 1080p Optimized version that you spoke about), which is from a few feet away from a 40" screen, even with the mask being as coarse as it is when viewed up close or zoomed in.
It’s not like one has to limit it to the standard shadow mask (dotmask/trio) either, aperture grille is after all a thing for VGA monitors and so is slot mask (“Cromaclear”).