This is not RGB. It is Guest’s advanced ntsc shader. I can’t see any RGB option. Only RF, composite, s-video. I’m using composite🤔
I was talking about the subpixel layout, RBG, not RGB
Oh, Sorry. This is the option layout BGR that comes on the shader. I don’t know why comes as RBG instead of BGR I didn’t expect to look like that. But what I know is the color looks better on 1080p with BGR option activated.
Does it look better with this unintented RBG?
This is with normal RGB layout.
And this with BGR activated…
The image looks clearer with BGR activated.
This isn’t unintentional. This is how CRT Guest Advanced BGR Layout is. It works perfectly. It’s still the same layout the only difference is that it’s starting on R instead of B. If you continue the sequence it’s RBGRBGR…
Only as long as you don’t put black gaps in the sequence.
I was just curious btw.
You always need to count the subpixel distances on an modern display. The sequence RGBXRGBXRGBX…is in fact just RGBRGBRGB with improved B-R subpixel distance, which really helps against magenta stripes on RGB layout displays etc…
Thanks, i’ll definitely try that!
Which one looks clearer is going to depend on your display’s subpixel layout, just like ClearType for text.
Tap on image then zoom in for best viewing. Desktop users, right click then Open in New Tab, then press F11 for FullScreen. Non 4K users, zoom in until it looks correct.
Dot
Slot
CyberTron
This looks really good. What gamma are you using for CRT gamma in and out, and also scanline and mask gamma? Gamma Looks different from my Sanyo CRT but also looks really good and I like it.
Thanks.
For these, so far I’ve stuck with the default.
I’m not sure off-hand but these are all available in the pack so you can load it up and see.
Ok thanks. I’ll check it out.
These were rendered using the shader I currently have in development: https://github.com/anikom15/scanline-classic. The shader does scanlines, color correction (including simulation of monochrome monitors), geometric distortion, and beam focus. More features are planned to be added soon. The primary design goal of this shader is to retain the aesthetic qualities of the original signal. That is, it’s important that the aspect ratio and gamma of the signal is preserved (many CRT shaders mess up the latter) and able to be displayed properly.
F-ZERO
Donkey Kong Country 2 (more distortion and less focus)
Super Mario World (amber monochrome monitor)
Based on my observations, when all else was equal except Mask settings, my new CyberLab Shadow Mask Neo GX presets were brighter than my CyberLab CyberTron Neo GX presets and my CyberLab CyberTron Neo GX presets were brighter than my CyberLab Slot Mask Neo GX presets.
I immediately sought to rectify this and initially revisited my NES Neo GX presets individually.
For my next attempt at brightness normalization, I took a couple different approaches. I was satisfied with my CyberLab Arcade Shadow Mask Neo GX preset so using that as my control/reference point, I set out to normalize my CyberLab Arcade CyberTron and Slot Mask Neo GX presets.
The results are as follows:
Slot A
CyberTron A
Dot (Control)
Slot B
CyberTron B
Dot (Control)
CyberTron A
CyberTron B
Slot A
Slot B
Interesting what you do with gamma in/out. Is there some info why you do that?