Please show off what crt shaders can do!

Are you telling about using the same “bloom” in Royale’s? Your best option would be using crt-geom-deluxe.

Generally not a fan of CRT Royale-based shaders (the scanlines are far too intense and obvious for my tastes) but have previously used and liked CRT-EasyMode and CRT-Geom in some of my configurations. I used CRT-Geom in a DOSBox build and was extremely pleased with how much it seemed to properly simulate VGA from my old VGA monitors (SVGA was a little less convincing however). If I were to go back to EasyMode or Geom, do I need to find special 4K versions or configure them or do they automatically scale properly to 2160p?

Did you see my post above? I provided you with 7 different options. All modern. All suited to your 4K HDR OLED Display.

The intensity of the scanlines in a shader depends on how the shader is configured. There’s no one look, instead there are almost infinite possibilities.

Just load crt-consumer (GLSL at the moment) remove the last pass “crt-consumer” and append “crt-Geom”. Adjust crt-Geom gamma in (set it to 1.0). I think it’s called “Target Gamma”

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Long time no see, but i’m playing (messing) randomly with unsorted things in a local git repo; i’ll have to sort thing out soon or later!

Btw:

  • Experimenting dumb box blur with a tail of unsharp mask versus lanczos filtetring, and the results in terms of sharpness and roundness (scanline weight) are very good and lower than lanczos on resource usage.

  • I’m also playing with tight haloing to achieve better colors

  • Also, work for allowing the blur to act like a dilation or erosion filter

Eroded:

Neutral:

Dilation:

I think dilation may better represent the real crt behaviour, but erosion may come handy to achieve better sense of sharpness and sexyness; since the code is the same, i’ll keep it both (or none, lol!)

Tweaked for content:

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I only tried the Death To Pixels pack and didn’t like them. I’ll try some of the other packs. I’ve been away from the scene for several years (since Hyperspin lost it’s popularity) and just came back now that I have a 65" 4K OLED. Are there any special settings I need to configure in RA to get these shaders looking like the screen shots? For some reason, the scanlines look bigger on my display (LG C2 65") and that’s not the effect I want. I kind of like the subtle, less blury bilinear filter (?) of MAME but was never able to get my emulators to look like that.

Latest ‘ntsc-simple’ with ‘zfast-crt-composite’ on an old 2016 phone, full speed ofc

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This is a picture of my OLED tv:

I just lovethis consumer-crt shader :sweat_smile:

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Playing with deconvergence settings, testing a different way that I was used to. I like these settings better.

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shaders = "7"
feedback_pass = "0"
shader0 = "shaders_glsl/interpolation/shaders/wide_pixels_AA.glsl"
filter_linear0 = "false"
wrap_mode0 = "clamp_to_border"
mipmap_input0 = "false"
alias0 = ""
float_framebuffer0 = "false"
srgb_framebuffer0 = "false"
scale_type_x0 = "source"
scale_x0 = "1.000000"
scale_type_y0 = "source"
scale_y0 = "1.000000"
shader1 = "shaders_glsl/interpolation/shaders/pixel_art_AA.glsl"
filter_linear1 = "false"
wrap_mode1 = "clamp_to_border"
mipmap_input1 = "false"
alias1 = ""
float_framebuffer1 = "false"
srgb_framebuffer1 = "false"
scale_type_x1 = "source"
scale_x1 = "1.000000"
scale_type_y1 = "source"
scale_y1 = "1.000000"
shader2 = "shaders_glsl/ntsc/shaders/ntsc-simple/ntsc-simple.glsl"
filter_linear2 = "false"
wrap_mode2 = "clamp_to_border"
mipmap_input2 = "false"
alias2 = ""
float_framebuffer2 = "false"
srgb_framebuffer2 = "false"
scale_type_x2 = "source"
scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
shader3 = "shaders_glsl/crt/shaders/crt-consumer/linearize.glsl"
filter_linear3 = "false"
wrap_mode3 = "clamp_to_border"
mipmap_input3 = "false"
alias3 = ""
float_framebuffer3 = "false"
srgb_framebuffer3 = "false"
shader4 = "shaders_glsl/crt/shaders/crt-consumer/glow_x.glsl"
filter_linear4 = "false"
wrap_mode4 = "clamp_to_border"
mipmap_input4 = "false"
alias4 = ""
float_framebuffer4 = "false"
srgb_framebuffer4 = "false"
shader5 = "shaders_glsl/crt/shaders/crt-consumer/glow_y.glsl"
filter_linear5 = "false"
wrap_mode5 = "clamp_to_border"
mipmap_input5 = "false"
alias5 = ""
float_framebuffer5 = "false"
srgb_framebuffer5 = "false"
shader6 = "shaders_glsl/crt/shaders/crt-consumer/crt-consumer.glsl"
filter_linear6 = "true"
wrap_mode6 = "clamp_to_border"
mipmap_input6 = "false"
alias6 = ""
float_framebuffer6 = "false"
srgb_framebuffer6 = "false"
Shadowmask = "7.000000"
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Very pleasing to the eye m8!! Love it!

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Looking better and better!

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Wow! Thank you guys. I’m playing with deconvergence, there are 2 Modes I like. one with deconvergence that I used most but with few teaks on gamma, and the other one covergence with max strenght… :grinning: these shots are made with deconvergence with some gamma tweaks.

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I seriously doubt there was a sf2 cab with picture quality like that

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Well, I can’t remember how it looked on an arcade cabinet. What I really know is how does it look on my CRT and I copying that the best I can :sweat_smile:

I can remember playing sf2 champion edition at my local video shop … and at the time I was just focused on beating my m8

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:rofl::rofl::rofl::rofl: Yes, those times we weren’t worried about those details, just play and having fun.

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Snes Gameplay, with good live quality recording…

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