Please show off what crt shaders can do!

Guest.r’s shader is amazing!

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Can I ask what values you are using for the scanline options in guest/drvenom’s shader? I went through the readme for the shader and tried playing around, but I just can’t get scanlines to look like this.

Is it because I’m using 1080p and not 4K?

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Integer Scale doesn’t seem to properly work with this reflection shader for me at 1080p. It actually shrinks the image to a much smaller scale and so the reflection and shader are much smaller than they should be (Which should be 4x) unticking force integer scale (Or setting integer scale offset) fixes the problem with it not fitting the overlay. But now there is no reflection.

Apparently screenshot function doesn’t capture the overlay. But you can fill in the gaps with your mind.

I’ll check it out.

What you have in the first image looks about right for the bezel reflection.

It’s possible the “min bezel height” is set too high, this could cause it to have a lower integer multiple than it should. I may be using a Pixel value here where I should be using a ratio of screen height instead, if this is the case this is likely the cause of the problem.

The image you posted is 1172x896, not 1920x1080 so I’m not sure if I am looking at the right resolution image.

Are your video settings set to integer scaling OFF? (it should be for this shader)

Oh maybe that’s the issue. I have integer scale on in the RA Video settings.And yeah that fixed it. I didn’t realize this would have an impact.

And the images are just from “Quick Menu>Screenshot”

Using the screenshot hotkey seems to have captured the 4:3 area of the image at least. /shrug.

Is it possible to get rid of the moire by some kind of oversampling step or doing the image warping at a different stage during the shader? I’m sure it could probably be partially fixed by downsampling to display resolution. (Like running it at 4k or higher and using a custom DSR resolution)

Also on the border image mask where the TV is supposed to be , you have those little transparent highlights but they have a lot of banding and that is kind of irritating to see during gameplay. I tried editing the image in 16-bit color to see if it could be blurred or blended smoother but it didn’t seem to want to work. Making a new little blur in 16-bit and keeping the PNG 16-bit reduces the banding a lot. (Just in the right hand corner as an example. Because trying to draw it with a track pad is difficult to make it look good)

Thanks for pointing out the bit about the banding in the corners and your 16 bit experiment!

That was Irritating me as well as they are gradients in my drawing program, so I’ll check my settings and see if I can just export 16-bit.

What is happening with the video settings integer scale is that this will set the base dimensions and all shaders see this as the full working area and can only operate inside this AFAIK.

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I know it is slightly off-topic, but we need much more RGUI-love, since this gui is really predestinated to use with shaders :wink:
(N.B. screenshot loaded in image-viewer and shader applied. No-way to make this in real gui atm)

heavily tweaked crt-hyllian-glow


c64-monitor

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There’s a crt-guest-dr-venom-kurozumi.slang in the presets folder since about 10 minutes, but shh, it’s top secret :innocent::sweat_smile:

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Nice work! I really like it

Question: some shaders (like Hyllian) come in two variants. Single-pass and multi-pass. What is the difference?

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If I remember correctly, multipass shaders are faster than the single pass version.

Why is the single pass version still available then ?

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This is a hunterk question, lol.

Has the reflection shader got a 1080p GL version yet?

Multipass shaders are often faster, yes, but single-pass shaders are usually easier to integrate with other shaders in custom chains, and there are some situations/GPUs where they are slower (bandwidth-restricted). The repos also serve as a public service to archive many shaders that can be used in other programs which may not support multipass shaders at all.

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So how do we know which one to use? I use CRT-Hyllian a lot. Is the SP or MP version prefferred/better? Both can run at full speed.

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@RealNC Honestly if they both look the same and they both run the same, I imagine it will be situational.

Like use the SP version if you want to run additional shaders in the chain, run MP if that’s all you’re wanting.

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If you want to easily append a shader to an existing preset, the single pass shader makes it trivial to do so. Compare how many passes there are for SP and MP.

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I’ve got to apologize, i hadn’t realize the preset on crt-guest-dr-venom-kurozumi was wacky. If the people didn’t get the same vibe as in the screenshot, i’m sorry that was my fault. The settings have been modified, because in many cases the scanlines were way to thick for a bvm/pvm style. So the guys who tried it had to small ones…

And if people tried some contra and had motion blur problems, well guess what, my fault, too

Anyways it’s all fixed now, the look is true to the vibe in the screenshot, and the motion blur problems have been addressed. Just update the shaders again and enjoy!

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In the case of CRT-Hyllian, they look somewhat different. So as a result it seems one is a compromise of the other, but there’s no way to tell which one is which. Is the SP versions the “proper” one and the MP version a compromise intended for slow GPUs? Or is the MP one the proper one and the SP version is a compromise for situations where an SP shader is needed?