Please show off what crt shaders can do!

So Fake Scanlines is more for special circumstances and artistic purposes.

GSL Scanlines is for when you want to try to emulate and recreate a CRT’s (or CRT-Like) scanlines.

Fake Scanlines is also a Mega Bezel feature, not a CRT-Guest-Advanced feature.

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New release: crt-royale-1080p-v4

Added multiLUT option with 2 LUTs (1-Trinitron; 2- NEC xm29plus). It can be selected through params.

Trinitron:

xm29plus:

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That looks fantastic!!! Is there any 4K setting?

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I’m only tweaking these presets because my two monitors are 1080p and vanilla royale didn’t look very good on them. Well, if you have 4k display, you can test these presets and tell us if they look good! :stuck_out_tongue:

BTW, I’m replaying SOTN using those presets. Here’s some off screenshots:

The feature I like about royale is brightness and sharpness. It manages to output an amazing bright/sharp picture without letting the colors fade. I don’t know what kind of magic it does to achieve that.

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Well, there seems to be a lot of glow and bloom to begin with. If you zoom in on the Samurai Showdown screenshots you can see that thick pink halo around the petals as well as halos around other objects.

Other shaders can probably be as bright using similar levels of Bloom, Glow and Halation.

Less than 100% Mask Strength also makes it easier to preserve the Saturation and Sharpness.

The screenshots do look great though!

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The real challenge is to be able to keep the source gamma, sharpness and mask visibility. Simply altering the gamma in the final stage is a possibilty, but it steals precision.

My feeling is that there is really not much room to move into.

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I would say the real challenge is to get it to look the way you want or look the best on whatever display you use at your preferred viewing distance.

There are an infinite number of goals that can be targeted using these Shaders. Different users prioritize different aspects.

For some it’s trying to get as close to a particular style or model CRT.

For others it’s about going beyond what they think a CRT might be able to achieve.

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@Cyber

the halo in crt-royale comes from the diffusion parameter and it is very strong even at minimum, when I tried to give a go to that shader I had to turn it off: is to strong of an effect and the halo is too nocticeble on my screen at least.

I gave a go at your preset @Hyllian, i’m on a 1080p panel, other then diffusion it does not look bad but on my end (I use mostly non-integer) patterns are very visible due to moire/un-even scanlines in some cases, try to load legend of hero tonma (arcade) it is one of my go-to test for this kind of problems…

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Yeah, it does. I didn’t change anything of that from the original Royale. I think it isn’t only that that gives a good picture. What is amazing is how it doesn’t wash out the colors by increasing the brightness.

I think it can be achieved with @guest.r shaders. I tried here to achieve that, but couldn’t get the colors correct. I’d like to get these visuals on a faster shader like @guest.r’s, because royale is a bit too heavy to use all the time.

I don’t like very much the diffusion when I’m zapping through pictures in front of my display, but when I decide to play some game and stays far enough (more than 1 meter) from the screen, the brightness provided by diffusion makes a big difference! The non-integer artifacts aren’t good at small distance, though not much relevant from some distance. These presets are good for actually playing, not much for looking pictures.

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Yeah we are on the same page, I also don’t like to pixel peep but just to play.

This on my monitor makes lines in the sky very visible, how does it look on your display? It might be just my monitor, i’m on a 24’’ and I use it at a meter at max, usually less.

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I can see that on mine too. But it’s no big deal if you decide to use integer scaling.

BTW, it isn’t a perfect visual. A more annoying “defect” in these royale’s visuals is that some white objects are a bit blurry and I can’t fix that. Looks like the mask doesn’t work as good in white scenes compared to dark ones.

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Something I noticed about Royale is that the vertical deconvergence is done different from other shaders. It scales in sync with source pixels. See this small sprite scaled some 80x inside Retroarch and using vertical deconvergence from Royale:

OTOH, horizontal deconvergence and mask is independent of pixel scale factor. You have to adjust deconvergence and masks to fit your chosen scale factor.

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yeah, this is your 1080p preset but without any decon (it was +0.35 on the Y only on red), the un-eveness is much less pronounced.

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If you zoom in and look carefully you might see that some of the phosphors and scanlines are narrower than others. Perhaps stepping up the Integer Scale by 1 might eliminate or reduce this.

I don’t see why you can’t have both at the same time?

Plus it’s mostly the less “accurate” presets which look better in screenshots in my opinion.

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I guess the results of bloom application can get close to what royale does, but i needed to add a line of code. The catch lies that bloom is merged on brighter colors only, on dark and mid colors the masks aren’t mitigated or very mildly.

I recently removed 2 parameters from the crt-guest-advanced shaders, maybe i can add another one. :smiley:

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Hey, you got my bait! :stuck_out_tongue:

The pure RGB mask is that mask10 in your shaders, correct? It was the one that looked like royale’s.

What I think is the catch on royale’s is some increase in overall luminance without loosing contrast and keeping colors coherent. It’s not perfect because white contours are a bit washed out. But overall, it extracts a great luminance from my miserable LCD even using masks and scanlines and without HDR help.

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Your pictures usually are geometrically perfect. I appreciate to look at them. The contours are great, masks can be seen if zoomed, etc. The only thing that needs improvement is brightness and contrast. That’s what royale delivers and are great to play from some distance from the screen. Compare the luminance of your screens with those I posted yesterday and you will see the difference in clarity.

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Yeah, sometimes you got to know some tricks. Magic glow, gamma are a major game changers. Sometimes it’s unclear how to trick the shader into something…got to work on the documentation some more. :smiley:

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