Please show off what crt shaders can do!

Yes. Notice how the clouds are brighter as well as the elephants ear. This helps with contrast ratio. You can play with this and I’ve found values all the way down to 40 to be nice.

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Thanks, but I like strong Masks, and I don’t mind if it’s a bit darker, but also I think it must be another way without sacrificing mask. Even though I still learning and I’ll try it with other games. :sweat_smile:

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Also to mention is that my CRT, whites are not extremely white, per example look these real photo taken of my CRT look Akira’s bandage and the white screen, I’m trying to replicate that…

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You can also turn up the brightness on your screen or turn off the lights in your room or sit a little closer for no loss of detail on the whites.

The clouds and all of the surrounding light blue sky around it and including the elephants eyes look really washed out as is the CRT Mask effect which, depending on how close you are to your screen will be visible and looking like old faded, washed out jeans.

It might only be negligible from several feet away and only to the less discerning viewer.

For some the nostalgia of the screen, reflections, CRT Mask, visible unexcited phosphors, e.t.c. are just as important as the nostalgia involved in playing the old games themselves.

…And those fine details which you can clearly see at close distances actually contribute to the quality of the final image even at further distances.

That’s why Sony Megatron Color Video Monitor looks so beautiful once you can sort out the HDR issues on your PC or Phone.

You should try it out on your phone and turn up the brightness and see how “effortlessly” it makes the games look their best. That’s all due to the respect it pays to the purity of the mask and scanlines.

I agree and support you 100% here!

And so am I. To me that’s the fun part, part of the challenge of what makes this worthwhile.

Love these shots here man. We can even see examples of the latest feature Guest added into his Shader.

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You have zoomed my photos? :sweat_smile: And do you mean the added Guest’s feature is the lit black lines you see there?

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I made zoom to the Rolo to the Rescue title, and I added the new black feature, and you can see it here. It looks really good. :grin:

IMG_20230720_180040

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I love the spectrum, I still own a ZX Spectrum 128K +2. :grin:

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Here it is koko-aio sharingan edition,
Monitor-kakashi.slangp :slight_smile:

image

Name is a Joke, because this preset is the result of a lot of thinkering with koko-aio parameters to copy make it looks like the custom CRT-Royale preset by Hyllian, (with a bit of tall slotmask added); With the help of his always valuable advices, here it is:

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Can’t seem to find it in the repo.

koko-aio-slang/presets-ng/safe-to-use/Monitor-Kakashi.slangp (pushed one minute ago)

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Hello everyone!!!

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I’m making some experiments with MASKS ONLY, without bloom, halation, etc.

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I’ve improved the royale presets I was using for 1080p. Now I use two presets:

  1. “crt-royale-1080p.slangp” - is a modified version as sharp as the original royale. Recommended if you play at a distance of more than one meter away from the screen.

  1. “crt-royale-1080p-soft.slangp” - is a modified version softer than the original royale. Recommended if you play at a distance of less than one meter away from the screen.

crt-royale-1080p presets

Or if you wanna copy:

crt-royale-1080p

#reference "shaders_slang/crt/crt-royale.slangp"
crt_gamma = "2.400000"
convergence_offset_y_r = "0.350000"
mask_type = "0.000000"
interlace_detect_toggle = "0.000000"

crt-royale-1080p-soft

shaders = "14"
shader0 = "shaders_slang/cubic/shaders/spline36-x.slang"
filter_linear0 = "false"
wrap_mode0 = "clamp_to_border"
mipmap_input0 = "false"
alias0 = ""
float_framebuffer0 = "true"
srgb_framebuffer0 = "false"
scale_type_x0 = "source"
scale_x0 = "4.000000"
scale_type_y0 = "source"
scale_y0 = "1.000000"
shader1 = "shaders_slang/cubic/shaders/b-spline-x.slang"
filter_linear1 = "false"
wrap_mode1 = "clamp_to_border"
mipmap_input1 = "false"
alias1 = ""
float_framebuffer1 = "false"
srgb_framebuffer1 = "false"
scale_type_x1 = "source"
scale_x1 = "0.500000"
scale_type_y1 = "source"
scale_y1 = "1.000000"
shader2 = "shaders_slang/crt/shaders/crt-royale/src/crt-royale-first-pass-linearize-crt-gamma-bob-fields.slang"
filter_linear2 = "false"
wrap_mode2 = "clamp_to_border"
mipmap_input2 = "false"
alias2 = "ORIG_LINEARIZED"
float_framebuffer2 = "false"
srgb_framebuffer2 = "true"
scale_type_x2 = "source"
scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
shader3 = "shaders_slang/crt/shaders/crt-royale/src/crt-royale-scanlines-vertical-interlacing.slang"
filter_linear3 = "true"
wrap_mode3 = "clamp_to_border"
mipmap_input3 = "false"
alias3 = "VERTICAL_SCANLINES"
float_framebuffer3 = "false"
srgb_framebuffer3 = "true"
scale_type_x3 = "source"
scale_x3 = "1.000000"
scale_type_y3 = "viewport"
scale_y3 = "1.000000"
shader4 = "shaders_slang/crt/shaders/crt-royale/src/crt-royale-bloom-approx.slang"
filter_linear4 = "true"
wrap_mode4 = "clamp_to_border"
mipmap_input4 = "false"
alias4 = "BLOOM_APPROX"
float_framebuffer4 = "false"
srgb_framebuffer4 = "true"
scale_type_x4 = "absolute"
scale_x4 = "320"
scale_type_y4 = "absolute"
scale_y4 = "240"
shader5 = "shaders_slang/blurs/shaders/royale/blur9fast-vertical.slang"
filter_linear5 = "true"
wrap_mode5 = "clamp_to_border"
mipmap_input5 = "false"
alias5 = ""
float_framebuffer5 = "false"
srgb_framebuffer5 = "true"
scale_type_x5 = "source"
scale_x5 = "1.000000"
scale_type_y5 = "source"
scale_y5 = "1.000000"
shader6 = "shaders_slang/blurs/shaders/royale/blur9fast-horizontal.slang"
filter_linear6 = "true"
wrap_mode6 = "clamp_to_border"
mipmap_input6 = "false"
alias6 = "HALATION_BLUR"
float_framebuffer6 = "false"
srgb_framebuffer6 = "true"
scale_type_x6 = "source"
scale_x6 = "1.000000"
scale_type_y6 = "source"
scale_y6 = "1.000000"
shader7 = "shaders_slang/crt/shaders/crt-royale/src/crt-royale-mask-resize-vertical.slang"
filter_linear7 = "true"
wrap_mode7 = "clamp_to_border"
mipmap_input7 = "false"
alias7 = ""
float_framebuffer7 = "false"
srgb_framebuffer7 = "false"
scale_type_x7 = "absolute"
scale_x7 = "64"
scale_type_y7 = "viewport"
scale_y7 = "0.062500"
shader8 = "shaders_slang/crt/shaders/crt-royale/src/crt-royale-mask-resize-horizontal.slang"
filter_linear8 = "false"
wrap_mode8 = "clamp_to_border"
mipmap_input8 = "false"
alias8 = "MASK_RESIZE"
float_framebuffer8 = "false"
srgb_framebuffer8 = "false"
scale_type_x8 = "viewport"
scale_x8 = "0.062500"
scale_type_y8 = "source"
scale_y8 = "1.000000"
shader9 = "shaders_slang/crt/shaders/crt-royale/src/crt-royale-scanlines-horizontal-apply-mask.slang"
filter_linear9 = "true"
wrap_mode9 = "clamp_to_border"
mipmap_input9 = "false"
alias9 = "MASKED_SCANLINES"
float_framebuffer9 = "false"
srgb_framebuffer9 = "true"
scale_type_x9 = "viewport"
scale_x9 = "1.000000"
scale_type_y9 = "viewport"
scale_y9 = "1.000000"
shader10 = "shaders_slang/crt/shaders/crt-royale/src/crt-royale-brightpass.slang"
filter_linear10 = "true"
wrap_mode10 = "clamp_to_border"
mipmap_input10 = "false"
alias10 = "BRIGHTPASS"
float_framebuffer10 = "false"
srgb_framebuffer10 = "true"
scale_type_x10 = "viewport"
scale_x10 = "1.000000"
scale_type_y10 = "viewport"
scale_y10 = "1.000000"
shader11 = "shaders_slang/crt/shaders/crt-royale/src/crt-royale-bloom-vertical.slang"
filter_linear11 = "true"
wrap_mode11 = "clamp_to_border"
mipmap_input11 = "false"
alias11 = ""
float_framebuffer11 = "false"
srgb_framebuffer11 = "true"
scale_type_x11 = "source"
scale_x11 = "1.000000"
scale_type_y11 = "source"
scale_y11 = "1.000000"
shader12 = "shaders_slang/crt/shaders/crt-royale/src/crt-royale-bloom-horizontal-reconstitute.slang"
filter_linear12 = "true"
wrap_mode12 = "clamp_to_border"
mipmap_input12 = "false"
alias12 = ""
float_framebuffer12 = "false"
srgb_framebuffer12 = "true"
scale_type_x12 = "source"
scale_x12 = "1.000000"
scale_type_y12 = "source"
scale_y12 = "1.000000"
shader13 = "shaders_slang/crt/shaders/crt-royale/src/crt-royale-geometry-aa-last-pass.slang"
filter_linear13 = "true"
wrap_mode13 = "clamp_to_border"
mipmap_input13 = "true"
alias13 = ""
float_framebuffer13 = "false"
srgb_framebuffer13 = "false"
scale_type_x13 = "viewport"
scale_x13 = "1.000000"
scale_type_y13 = "viewport"
scale_y13 = "1.000000"
crt_gamma = "2.400000"
convergence_offset_y_r = "0.350000"
mask_type = "0.000000"
interlace_detect_toggle = "0.000000"
textures = "mask_grille_texture_small;mask_grille_texture_large;mask_slot_texture_small;mask_slot_texture_large;mask_shadow_texture_small;mask_shadow_texture_large"
mask_grille_texture_small = "shaders_slang/crt/shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5SpacingResizeTo64.png"
mask_grille_texture_small_wrap_mode = "clamp_to_border"
mask_grille_texture_small_mipmap = "false"
mask_grille_texture_large = "shaders_slang/crt/shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5Spacing.png"
mask_grille_texture_large_wrap_mode = "clamp_to_border"
mask_grille_texture_large_mipmap = "false"
mask_slot_texture_small = "shaders_slang/crt/shaders/crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacingResizeTo64.png"
mask_slot_texture_small_wrap_mode = "clamp_to_border"
mask_slot_texture_small_mipmap = "false"
mask_slot_texture_large = "shaders_slang/crt/shaders/crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacing.png"
mask_slot_texture_large_wrap_mode = "clamp_to_border"
mask_slot_texture_large_mipmap = "false"
mask_shadow_texture_small = "shaders_slang/crt/shaders/crt-royale/TileableLinearShadowMaskEDPResizeTo64.png"
mask_shadow_texture_small_wrap_mode = "clamp_to_border"
mask_shadow_texture_small_mipmap = "false"
mask_shadow_texture_large = "shaders_slang/crt/shaders/crt-royale/TileableLinearShadowMaskEDP.png"
mask_shadow_texture_large_wrap_mode = "clamp_to_border"
mask_shadow_texture_large_mipmap = "false"
13 Likes

That’s looking really sexy right there. I’m seeing a lot of updates and tweaks left and right around here, guess everyone is in a tweaking mood lol. Good stuff

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These are very important consideration here. Good to see someone finally making viewing distance recommendations!

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I’ve been spending some free time learning about parameters and their functions. Although I’m still “day one” in terms of skill and understanding I did manage to adjust the setting of Guest’s Advanced NTSC shader to make Resident Evil 3 look like I remember.

Some shaders unfortunately weren’t able to capture the look of Resident Evil 3 that I remember and the opening text is especially hard to look at sometimes.

Thanks to the work everyone has done here it inspired me to try adjusting parameters on my own and to learn how to these things work. I still don’t think it’s anywhere near as good as what I’ve seen others do here so if there’s anything that you think I should adjust from this screenshot to improve it I would love to hear your opinions and I’ll make the necessary changes.

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You reminded me, more than a year ago, I made a gameplay of this game, I regret not saving this preset. I think is the Guest Advanced shader. I know that masks doesn’t look realistic, but overall image looks really good, and I love the way it looks. Shame I don’t have this setting. :disappointed_relieved:

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I do remember this video. In fact I’m pretty sure we communicated in the comments although I was under a different username. It looked absolutely amazing when I watched it. I’ve been trying to use the opening title text and in-game text (as Jill narrates) to tweak the settings. I know a lot of members here use certain games like Street Fighter II as their go-to when making their settings and I do the same with Resident Evil 3. If RE3 looks good to my eyes then I save it as my core settings.

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This is really good. No color bleeding, smooth text and no jagged edges. Mine isn’t there quite yet and it’s inspired me to keep working on it. I’m going to spend more time on it later today and this video is an excellent reference.

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