PS I was just trying out your filters, especially the various snes_turbo_duo_svideo_special edition ones, and I have to say you did a great job leaving the same dithering effect but making everything sharper. They work perfectly with Swanstation. A special mention for the really nice component filters (the previous ones were too blurry) of which I attach screenshots. At this point it’s just a matter of “nostalgic memory” to choose between the classic versions or yours, but it’s nice to have so many possibilities. Great job.
Not exactly, my custom CyberLab Custom NTSC Video Filter Presets pack came out before they were integrated into RetroArch. They were first included in my CyberLab Mega Bezel Death To Pixels Shader Preset Pack, then after a change to the structure of our release packages by the Mega Bezel team, I split them into their own package which was a separate but mandatory download if a user wanted to enjoy the full benefit of my CyberLab Mega Bezel Death To Pixels Shader Preset Pack.
They were seen by other users who were impressed enough that they felt that they should be included in RetroArch by default so they were added.
I didn’t cease my development there and eventually I made several updates and added my 2nd gen filter presets for my package. Subsequently during the development of my CyberLab CRT-Royale Death To Pixels Shader Preset Pack, I worked hard on the 3rd generation of my Blargg NTSC Video Filter presets and these were included in my CRT-Royale shader preset pack.
Soon after that, I added them to my CyberLab Custom Blargg NTSC Video Filter Presets pack.
The idea of customizing the Blargg SNES NTSC Video Filter was one that I had wished was possible ever since I noticed how dark they used to make PCE games look. I think I had opened the presets before but I didn’t realize that you could edit the values right there until I saw a post by another user who had actually released a brightened version of the preset which he used for Sega Genesis. This was something I was looking for and I had just gotten the proof of concept that it was possible.
I tried that preset then I immediately started work on my own.
@Cyber now everything is clear to me, and even clearer is your contribution and dedication to the cause of retrogaming for all. Thank you so much for everything, and in particular for the work done starting from Blargg’s SNES filters, and I also thank him for the initial work.
As far as I remember I gave up on it after many days of testing. If memory serves me right NTSC artifact was barely visible in 2D games on Swanstation core. On Beetle PSX however I didn’t notice it at all. Same as in 3D games in both cases.
After your recommendations I started to play more with shaders that support “ntsc artifacts”. You can actually get some really cool effects with it.
Which preset is this? That’s a clean image right there.
Just playing with parameters, I saved it locally here.
I think it looks clean because It’s a light slotmask obtained with cells height being 1/3 the height of the scanline.
For that reason, It works good for 240p content, but not so well when resolution increases.
Also, Hyllian’s ddt-xbr-lvl1 is used to 2x upscale.
Zoom out until any artifacts disappear. I use a very bright screen. If these appear dark for you, you can try brightening your display.
CyberLab Megatron NX W420M 4K SDR Game Video Composite Shadow Mask Smooth Advanced.slangp
CyberLab Megatron miniLED W420M 4K SDR Game Video Composite Shadow Mask Smooth Ultra Advanced.slangp
On the dark side again.
This is going to replace Monitor-for_HigherNits.slangp preset. It is quite basic, no halo, no bloom; just scanline morphing and mask set to 80%.
It performs really well in a dark environment even with a modest 250cd panel set to the max.
New toys!!
These are some new presets I made using the brand new Uborder shader by @Hyllian featuring the NTSC Section from CRT-Guest-Advanced-NTSC.
Special thanks to @Hyllian, @guest.r and all the other shader devs, artists and other contributors who made this possible!
I don’t recall having scanlines back in the 80s-90s, nor do I remember seing pixels or sharp edges, yet the games always looked clear
Oh no no, you miss the point! I don’t want to start a war here, to each his own. We just couldn’t afford good tvs bigger than 17", couple that with an RF or s-video connection at best and you simply had a whole different experience.
Like you said, it doesn’t mean they are not there, is just that for the life of me I really can’t see them.
Since when having a different perspective or opinion means there’s a threat of war? Speak your mind and speak freely.
There’s nothing wrong with discussion and not all discussion leads to debate.
Also, I don’t think I missed the point at all as I’m aware of all the factors which you mentioned, I just added some additional perspective due to the statement taken at face value.
In my example you had to zoom in to see the scanlines clearly. So it’s not hard to understand why you would make the statement that you did.
Nobody knew what scanlines were back then anyway, and then emulators came along which gave you them but no masks. Thankfully, we have sophisticated shaders now and know a lot more about proper TV adjustments. If e.g. contrast is set too high on a TV, or if it’s out of focus you can basically have “mask-only” look. It’s also just natural on very small sets.
Here’s something from my 21" (about 20" viewable) set pre- and after adjustment.
Even on small 14" with PAL 50Hz output you can see it’s still different from plain “mask-only” look.