I hope it’s okay to reply to myself, here are the other screenshots, same settings nes-raw decoder + checkerboard dithering + ntsc 3 phase composite + lanczos3-fast + zfast-crt Tweaked settings: UseGamma = “0.200000” CD_BLEND_LEVEL = “0.400000” CD_MITIG_LINES = “1.000000” LANCZOS3_ANTI_RINGING = “0.000000” BLURSCALEX = “0.400000” BRIGHTBOOST = “1.400000” MASK_DARK = “0.350000”
zfast-crt-composite overhaul to be kind of crt-consumer light version. Here on my old xiaomi note 3 pro, on top of chromaticity and simple color controls, GLSL. That cellphone produces the exact same image as on my PC without any precision issues.
Some more shots of dithering on the Genesis being blended with minimal artifacts:
And a Saturn shot, because why not:
Looks fantastic! Image is stunning for my eyes!!!
nes-raw-decoder + lanczos3-fast + ntsc 3 phase 256px composite + zfast-crt. Looks great!, still provides subtle rainbow, subtle blending, text looks more clean. Again this is nice for non-integer scaling and very lightweight…
shader parameters:
LANCZOS3_ANTI_RINGING = "0.000000"
BLURSCALEX = "0.400000"
BRIGHTBOOST = "1.500000"
MASK_DARK = "0.350000"
Edit: Just a quick edit for clarity on the order of the shaders… I just noticed the screenshots had the “saved message” re-doing it…
That shader thing has become a hobby for me
Push more, more, more
Here is the preset if you like it so much. Later i will port it to slang when i am in the mood
shaders = "3"
feedback_pass = "0"
shader0 = "shaders_glsl/misc/shaders/simple_color_controls.glsl"
filter_linear0 = "false"
wrap_mode0 = "clamp_to_border"
mipmap_input0 = "false"
alias0 = ""
float_framebuffer0 = "false"
srgb_framebuffer0 = "false"
shader1 = "shaders_glsl/misc/shaders/chromaticity.glsl"
filter_linear1 = "false"
wrap_mode1 = "clamp_to_border"
mipmap_input1 = "false"
alias1 = ""
float_framebuffer1 = "false"
srgb_framebuffer1 = "false"
shader2 = "shaders_glsl/crt/shaders/zfast_crt_composite.glsl"
filter_linear2 = "true"
wrap_mode2 = "clamp_to_border"
mipmap_input2 = "false"
alias2 = ""
float_framebuffer2 = "false"
srgb_framebuffer2 = "false"
TEMP = "7799.000000"
SAT = "1.150000"
postbr = "1.400000"
gamma_in = "2.200000"
gamma_out_red = "2.400000"
gamma_out_green = "2.400000"
gamma_out_blue = "2.400000"
COLOR_MODE = "5.000000"
blury = "-0.100000"
HIGHSCANAMOUNT1 = "0.300000"
HIGHSCANAMOUNT2 = "0.150000"
TYPE = "1.000000"
sat = "1.000000"
FLICK = "8.000000"
By switching the “flick and noise” pass from 2x to 1x and doubling the sharp settings in the glow section, Flycast core runs on koko-aio butter smooth without an hitch on my poor but beloved Haswell IGP, yay!
Unfortunately this is not controllable directly by shader parameters, so you’ve to manually switch it to 1x in RA config, shader section.
Ikaruga, 1080p, internal res. 640x480, no scanlines at all (I really don’t remember I’ve ever seen a line gap on my TV):
Fun thing is that some Dreamcast games were so damn well crafted (do you hear me PS2!?) , that I doubt I could ever play a modern so good looking game on this hardware.
If 480i is scrolling vertically at 60 fps you see scanlines as in 240p
Have seen that many times on Wii emulating some Amiga games at 480i on my CRT.
Think about it it draws half lines, then the other half. If you run a 60fps game at 30hz and scrolling vertically you get half lines visible every time haha
Yeah, you’re right!
Is a good thing that I’ve configured Ikaruga to scroll horizontally then
Looks more like a clean LCD screen low res, is that what is intended? Asking because LCDs don’t have curvature.
@DariusG Not really. I think it looks more like this: https://www.reddit.com/r/crtgaming/comments/14re39w/where_are_my_scanlines/?utm_source=share&utm_medium=ios_app&utm_name=ioscss&utm_content=1&utm_term=1
We always played on small tvs.
What is he playing on, on that screenshot? Scanlines are there even on small TVs. I guess it’s some Dreamcast or Wii emulating on 480i.
I will show you a screenshot of my Trinitron 14" on 240p later.
Maybe. I know, some of you try to make the best CRT emulation shaders, and results look really good! Some look a little bit dark i must say. LCD backlights do not seem to be bright enough compared to phosphor.
I just try to remove this Handheld LCD pixelated dithered look from old games with some CRT technics, blending and evenly placed pixels. It does not look like a real crt, but compared to the default output of a emulator i‘m pleased with the result.
It’s better to project pixel graphics with crt filter for a number of reasons.
a) low res are projected on higher res with scanlines, splitting huge pixel blocks and appear sharper and less blocky (that’s the exact thing a crt does, projecting 240 pixels on 480p pixels canvas)
b) pixel blending with a crt filter is better, rounding pixels instead of squares
c) crt has better colors, vibrant instead of office colors of lcd
etc.
Keep in mind LCDs were made for Microsoft Office, that means sharp, not vibrant colors that hurt the eyes (OS and all apps and icons and everything is calibrated for that matter with pastel colors). Low luminance because an Office employee will stay near the screen. Not caring about response times too, Office doesn’t scroll (a TV that is made for watching movies far from it has way way more luminance).