Mario kart eight? what am I missing to make this happen?
You can probably use the WindowCast Core or ReShade with a Wii U or Switch Emulator to make that happen.
I just used a screenshot, an image editor, the ImageViewer core and one of my Shader Presets.
Light and straight integer scanlines are good when you want to mix slotmask and scanlines gaps on a curved display meant to emulate old TVs, where scanlines arent really that evident.
You can even indulge in letting the bezel steal precious pixels!
Enough to trick the brain (mine at least, are you smarter ? )
Image flickers a bit in motion (intended)
#reference "Presets-4.1/tv-flickering.slangp"
TEMPERATURE = "8500.000000"
DO_FXAA = "0.000000"
DO_PIXELGRID_H = "0.500000"
PIXELGRID_COREY_FAKE_SCAN = "1.000000"
PIXELGRID_DECON_R_H = "-0.600000"
PIXELGRID_DECON_B_H = "0.600000"
HI. it’s gorgeous, and I didn’t feel the need to use the Fxaa, it gave me a wonderful nostalgic feeling. Would it be possible to replicate it with the NG system and with lighter flicker? Really nice.
Thanks, “NG” is just a label as everything is based on that. The preset lives in the 4.1 folder because references an old preset (ported to NG long time ago); to lower the flickering, just lower parameter: “Flicker power” or set PIXELGRID_INTR_FLICK_POWR=“0.0” inside the preset file; current value is 0.2.
This is awesome! Do you have also have a preset pack?
No. I think people can just use their RetroArch settings in ReShade.
Gran Turismo 2, 16/9 - 1080p - 60fps with Silent’s patch and a shader is the remaster that we didn’t yet get from sony!
Playing around with some new ntsc presets and sightseeing rainbow waterfalls in metal slug!
Soon I will update my shader’s pack!
Too strong rainbow.
I think cost_artifacting at 0.50 is the sweet spot. And Rainbow always in 1.0.
yeah, but I was just toying around and found amusing this heavy rainbow in a “modern” arcade game!
rainbow in 1.0, you mean scale right?
I’m using different values in different presets but I like that at .95 gives a kind of phase shifted effect!
This is what happens if you make a hobby “writing shaders” for 2,5 years This started as examining 10 lines of code in “scanline.glsl”, what they do lol
shaders = "9"
feedback_pass = "0"
shader0 = "shaders_glsl/stock.glsl"
filter_linear0 = "false"
wrap_mode0 = "clamp_to_border"
mipmap_input0 = "false"
alias0 = ""
float_framebuffer0 = "false"
srgb_framebuffer0 = "false"
scale_type_x0 = "absolute"
scale_x0 = "640"
scale_type_y0 = "source"
scale_y0 = "1.000000"
shader1 = "shaders_glsl/ntsc/shaders/ntsc-simple/ntsc-simple-1.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-2.glsl"
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/misc/shaders/simple_color_controls.glsl"
filter_linear3 = "false"
wrap_mode3 = "clamp_to_border"
mipmap_input3 = "false"
alias3 = ""
float_framebuffer3 = "false"
srgb_framebuffer3 = "false"
scale_type_x3 = "source"
scale_x3 = "1.000000"
scale_type_y3 = "source"
scale_y3 = "1.000000"
shader4 = "shaders_glsl/crt/shaders/crt-consumer/linearize.glsl"
filter_linear4 = "false"
wrap_mode4 = "clamp_to_border"
mipmap_input4 = "false"
alias4 = ""
float_framebuffer4 = "false"
srgb_framebuffer4 = "false"
scale_type_x4 = "source"
scale_x4 = "1.000000"
scale_type_y4 = "source"
scale_y4 = "1.000000"
shader5 = "shaders_glsl/crt/shaders/crt-consumer/glow_x.glsl"
filter_linear5 = "false"
wrap_mode5 = "clamp_to_border"
mipmap_input5 = "false"
alias5 = ""
float_framebuffer5 = "false"
srgb_framebuffer5 = "false"
scale_type_x5 = "source"
scale_x5 = "1.000000"
scale_type_y5 = "source"
scale_y5 = "1.000000"
shader6 = "shaders_glsl/crt/shaders/crt-consumer/glow_y.glsl"
filter_linear6 = "false"
wrap_mode6 = "clamp_to_border"
mipmap_input6 = "false"
alias6 = ""
float_framebuffer6 = "false"
srgb_framebuffer6 = "false"
scale_type_x6 = "source"
scale_x6 = "1.000000"
scale_type_y6 = "source"
scale_y6 = "1.000000"
shader7 = "shaders_glsl/crt/shaders/crt-consumer/resolve.glsl"
wrap_mode7 = "clamp_to_border"
mipmap_input7 = "false"
alias7 = ""
float_framebuffer7 = "false"
srgb_framebuffer7 = "false"
scale_type_x7 = "source"
scale_x7 = "1.000000"
scale_type_y7 = "source"
scale_y7 = "1.000000"
shader8 = "shaders_glsl/crt/shaders/crt-Cyclon.glsl"
filter_linear8 = "true"
wrap_mode8 = "clamp_to_border"
mipmap_input8 = "false"
alias8 = ""
float_framebuffer8 = "false"
srgb_framebuffer8 = "false"
CS = "3.000000"
TEMP = "8591.000000"
sc_gamma_in = "2.200000"
BRIGHTNESS = "1.070000"
zoomx = "0.010000"
zoomy = "0.010000"
centerx = "-0.300000"
centery = "-0.100000"
CONV_R = "0.900000"
CONV_G = "0.900000"
CONV_B = "0.900000"
textures = "bezel"
bezel = "shaders_glsl/crt/shaders/crt-consumer/bezel.png"
bezel_wrap_mode = "clamp_to_border"
bezel_mipmap = "false"
This might seem more accurate to your CRT but modern TVs have settings for Dark or Bright environments and ambient light sensors and all so these things can be a bit more dynamic nowadays. So you can have separate presets for different conditions.
One for playing in the day or at night with bright lights and another for playing late at night with the lights off.
Hard to say. I liked both. But each person’s display can bring a different result. But I think I would choose the darkest one to play on modern screens.
Off the bat, looking through my phone with brightness at more than 50%, the second one looks a bit too dark. I suspect the sweetspot might be somewhere in the middle. Probably 1 or 2 notches darker than the bright one or 2 or 3 notches brighter than the dark one.
Very good, don’t lose too much sleep over it. Unless it’s your job/profession of course.
Remember Rome wasn’t built in a day. Or at least that’s what we’ve been told.
On another note.
Pushing saturation makes games look more CRT’ish to me but these look slightly oversaturated.
You might want to back off then reapply. As you back off you might see much more dark details being revealed, for example more creases in Ken’s Gi.