This is thanks to one of your fixes for me to use in 1600x900 screen. Is ever intended to be seen this way in a CRT to crop off some game information from the top ? You gave me some little fix for my specific screen resolution months ago but couldn’t see this stuff happening. I also dont use CRT screens since like 15 years already so I can’t remember if they used to crop the game information like this.
Seems like CyberLab Mega Bezel Death To Pixels Shader Preset Pack is making the rounds!
PSA: I use the CXA2025AS palette when designing, calibrating and testing my NES presets so if you use a different palette you may not be getting the optimal experience.
Seems like World of Gameplays is at it again, with even better quality this time!
It looks like World of Gameplays is on a roll today!
CyberLab Mega Bezel Death To Pixels Shader Preset Pack YouTube Playlist
I’m very happy your presets got some youtube attention. I hope it gets way more into the future bud.
Really great job to make all of them possible. I hope in the future can get a more updated proper computer to test them all properly but specially the most performance demanding folder of presets.
Appreciate this is an old post, but I’ve been playing with Blargg’s NTSC filters for quite a while and find that the effect that code provides on composite mode to be quite pleasing to my eye at least. I’ve combined it with some simple SDL mask overlays and colour profiling, the obvious problem being that the brightness is reduced somewhat.
Snip with this (screen is only 1920x1200):
Curious to know how do you guys play GBA, do you use GBA hardware colors? I used to think that the games look so washed out but after comparing some screenshots, it’s a big difference. I can’t play GBA without it now
RAW
Lottes + mGBA color correction raw colors gba hardware colorsThanks @ynnad4! It has been an incredible journey!
Here’s a look at my latest creation:
You can use MPC-HC, MX Player or VLC Player to view the video.
CyberLab_SNES_Slot_Mask_IV_OLED_for_Higan_Blur_and_Colour_Emulation
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.
i dont manage to play it with fluent 60fps. Some video seconds seem to be lagged while playing. I guess this was recorded either on 1080p or 4k. My GPU manages at best 1600x900 but I cannot distinguish your last creation with previous presets. Any thoughts ? Also, I wanted to know if it’s already available in your presets project to be downloaded. But specially within the 1080p presets. Thanks as always to share these !
Did you use the recommended video players? The video is in H.265 format so you need to have your playback setup correctly. For best results you’ll want to ensure that some sort of hardware accelerated decoding is enabled.
It is a 4K video.
This is meant for 4K displays. My primary target is 4K resolution. Sometimes I might attempt to optimize for 1080p afterwards but these particular presets named IV OLED are presets which look great on 4K OLED TVs. They should also look great on regular 4K non-OLED displays as well but the mask layout might have to be flipped to RGB on some if not most displays.
It’s in my Shader Preset pack but not in the 1080p Optimized folder. Slot Mask presets generally require high resolution screens in order to have this level of detail.
I do have at least one Slot Mask preset in my 1080p Optimized folder though.
Using some overscale/overscan tricks, you might actually be able to get my 1080p presets to fit 1:1 (relative to what I would see on my 1080p display) without any downscaling you might just have to allow the top and bottom of the bezel to be cropped off slightly. I’m thinking that you can achieve this by going up 1 integer stop. Maybe you can use integer scale offset?
@Nesguy does it all the time using RetroArch custom scaling and resolution settings.
I’m almost certain that if you disable the bezel and use your Max Vertical Resolution that your viewport will have at least the same number of vertical pixels as mine at 1080p using the bezel and my current scaling settings.
That should net you a nice “free” improvement in quality. At the risk and possible “cost” of losing a portion of or the entire bezel.
If you’re interested in finding out more, feel free to ask.
You can also try to reduce the thickness of the bezel to achieve something similar.
This is something that @HyperspaceMadness, @Duimon or @hgoda90 might easily be able to assist you with.
You’re welcome!
I’ve been trying some shaders on a 4K Panasonic LCD TV a while ago, but some masks look funky. There are some major color shifts with some, and e.g. the mask 7 (BW) from GDV doesn’t look ok at all. BGR/RGB switch shows differences with masks but it doesn’t get rid of the problems. CRT-Lottes Fast for example looks also completely off, like a washed out mess. Is some of this expected behavior because of the resolution? I need to eventually write down everthing and try some options on the TV, e.g. there is a gamut mapping option, but the manual nowhere states anything about the TV capabilities regarding this, or mentions any color subsampling going on etc.
What model TV is it? Not all TVs support RGB 4:4:4 at all resolutions and refresh rates. What colour format is your graphics card outputting to your TV? Do you have HDMI Deep Colour or Wide Colour Gamut enables in your TV’s settings?
You might also have to try larger mask sizes.
nice! could you share the preset?
#reference "shaders_slang/crt/crt-lottes-multipass-glow.slangp"
hardScan = "-6.000000"
hardPix = "-5.000000"
warpX = "0.000000"
warpY = "0.000000"
maskLight = "1.500000"
brightBoost = "1.100000"
hardBloomPix = "-2.000000"
hardBloomScan = "-2.000000"
bloomAmount = "0.300000"
shape = "2.000000"
DIFFUSION = "0.030000"
It’s a Panasonic TX-43JXW604. I made sure to set the Nvidia control panel was set to RGB and the HDMI setting matched the TV. It occured to me afterwards that I could probably just launch the 240p suite to pin any color shifts better down Gonna be a while till I get to test it again though.
My presets to mitigate non-integer resolutions.
For consoles and arcades:
#reference "shaders_slang/crt/crt-hyllian-sinc-glow.slangp"
INPUT_GAMMA = "2.400000"
SCANLINES_STRENGTH = "0.690000"
COLOR_BOOST = "1.200000"
PHOSPHOR_LAYOUT = "12.000000"
MASK_INTENSITY = "0.700000"
For handheld (I suggest to use core option to fix colors):
#reference "shaders_slang/crt/crt-hyllian-sinc-glow.slangp"
INPUT_GAMMA = "2.200000"
SCANLINES_STRENGTH = "0.690000"
COLOR_BOOST = "1.200000"
PHOSPHOR_LAYOUT = "12.000000"
MASK_INTENSITY = "0.700000"
That mask12 is very good on non-integer scaling and doesn’t tint the colors.
This shader probably exists for quite some time now, but I only found it by chance today when trying the ffmpeg core, I like it a lot as it works much like the ambient light a few TVs have, basically using the strongest color on the scene as a matrix for the glow and it’s not distracting such as the blurs which mirror the video. This way it also prevents parts of the wide screen from displaying a static image/color. Is is possible to mix this with shaders from the CRT folder, such as crt-guest-dr-venom2 and so on, how can I do that?
In which folder is this preset located?
It’s in border/ambient-glow.
It would be awesome to have an option to activate this in every crt shaders!
As a PoC, I injected my little fast crt (it was born to work in non-integer resolutions) inside ambient-glow shader and it worked. Unfortunately It isn’t a switch to crt, though it can easy the path for you to inject other crt shaders. I had to turn my shader into a function.
I had to cut some code, though. There’s no sharp interpolation anymore in this version, only crt or raw pixels. That’s because my little fast crt doesn’t work with linear sampling.