Please show off what crt shaders can do!

There are some accurate CRT color profiles in guest-dr-venom and grade, but I think you need a wide color gamut to really see the benefit.

Those shots look good though. Were you able to fix the clipping in Kurozumi? I created a kurozumi-like preset without clipping and expanded dynamic range. It’s lacking a mask and deconvergence but those can be added easily if desired. This is as bright as it gets without introducing clipping or reducing the strength of the scanlines, afaik. If you do wind up adding a mask, you’ll have to reduce the scanlines if you want to maintain brightness without clipping. The settings are in my previous post if you’re interested.

LCD,

SEGA-VC CRT,

Side by Side,

7 Likes

I’ll check it later. This one, right?

I was tasted of yours in the presets one before, I noticed that the scanlines (or maybe brightness) are too dark, it makes the scanlines uneven look in the 3D 240P contents (most PSX/SS 3D games).

Are you using integer scaling on the y axis? I’m not noticing any unevenness.

These settings are for 5x vertical scale. You should use the exact same custom aspect ratio that I use in my shots (1494 x 1120) or it will be sub-optimal.

It should be noted that the vertical scale can sometimes dramatically alter the appearance of scanlines; what looks good at 5x scale will be too dark at 4x scale and what looks good at 4x scale will be too bright at 5x scale, etc.

It’s also important to increase the LCD backlight to 100% when using these settings. As an alternative, one can lower “beam shape high” to around 50.00 or so.

The LCD photo is lacking contrast and bloom compared to the CRT shot, but that’s what happens when you add a mask. It’s impossible to keep the mask well-defined while having CRT-like brightness and contrast on an LCD.

I like seeing subpixels.

1 Like

I didn’t touch anything of those scaling features.

Here’re the shots with default 1080P,

In presets one,

your new one,

Here’re the new one with 5x vertical scaled (don’t know why somehow RA built-in GPU-screenshot doesn’t work on custom resolution, so only took the full screen shots, but in-game resolution is still 1494x1120),

1 Like

1120 is wrong for psp and ps1 because they output more than 224 lines. You’ll want to use a multiple of 240 for the vertical axis on ps1; 1600x1200 is probably the best option to use here. The cropped area is outside of the “safe zone” on CRTs, so you shouldn’t lose any important info. 1494x1120 is only for systems that used 224 lines.

PSP had a vertical resolution of 272, so you have to go down to 4x scale on the vertical to avoid cropping too much. I really don’t like 4x scale and these settings will probably be too dark at that scale.

1 Like

I’m constantly using horizontal (left-right) deconvergence now.

I mean I’m not sure if what I did will work well for you but I just added mames deconvergence pass.

I should probably figure out how to remove the green tint first; if there’s no good way to do that then there’s no point.

Sooo, I didn’t get any shader stuff done today but I went on a science adventure rofl.

Dissembled some different brands of microswitches that I use for my arcade stick, and mixed and matched parts to see how they affected different switches.

If anyone would like some pics of what parts I currently I have let me know and I’ll post some, have 4 levers (joysticks) now.

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Also finally got a Japanese lever (joystick), I don’t think I am fan tbh, well of Sanwas anyway. It’s got very little throw, and feels odd after using the Korean ones I have.

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Crt-Easymode-halation, this is how i think a good normal consumer CRT would look like

3 Likes

I messed around a little with combining Venom’s crt slot 7 with the slot mask intensity. I got a nice fuzzy feel that sacrifices a little bit of the masks in the whites and is a little over sharpened. Here are a few crops of screenshots.

4 Likes

I’ll take a few screenshots tomorrow :wink:

Not at home atm, won’t be as clean as your shot though but I won’t be too dirty rofl.

How high do you have the sharpness in venom @BendBombBoom

@Syh Sharpness in Venom is default but I’m abusing a Composite pass to pop out the highlights. The negative is you get ghosting the higher it goes up.

1 Like

Which composite pass are you using and abusing rofl?

@Syh Maybe it’s just easier if I post my “Crt_1996” shader. The Venom part is the most important obviously. Grade is for color and added contrast. Glass is to add a little de-convergence and blur. Composite pops out the highlights and blurs colors a little. (With ntsc artifact scale set to zero you get some color smearing with out the ntsc blocking.)

shaders = "11"
shader0 = "shaders_slang/stock.slang"
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_slang/stock.slang"
filter_linear1 = "true"
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_slang/misc/grade.slang"
filter_linear2 = "true"
wrap_mode2 = "clamp_to_border"
mipmap_input2 = "false"
alias2 = "WhitePointPass"
float_framebuffer2 = "false"
srgb_framebuffer2 = "false"
scale_type_x2 = "source"
scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
shader3 = "shaders_slang/misc/glass.slang"
filter_linear3 = "true"
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_slang/crt/shaders/crtsim/composite.slang"
filter_linear4 = "true"
wrap_mode4 = "clamp_to_border"
mipmap_input4 = "false"
alias4 = "AfterglowPass"
float_framebuffer4 = "false"
srgb_framebuffer4 = "false"
scale_type_x4 = "source"
scale_x4 = "1.000000"
scale_type_y4 = "source"
scale_y4 = "1.000000"
shader5 = "shaders_slang/crt/shaders/guest/avg-lum.slang"
filter_linear5 = "true"
wrap_mode5 = "clamp_to_border"
mipmap_input5 = "true"
alias5 = "AvgLumPass"
float_framebuffer5 = "true"
srgb_framebuffer5 = "false"
scale_type_x5 = "source"
scale_x5 = "1.000000"
scale_type_y5 = "source"
scale_y5 = "1.000000"
shader6 = "shaders_slang/crt/shaders/guest/linearize.slang"
filter_linear6 = "true"
wrap_mode6 = "clamp_to_border"
mipmap_input6 = "false"
alias6 = "LinearizePass"
float_framebuffer6 = "true"
srgb_framebuffer6 = "false"
scale_type_x6 = "source"
scale_x6 = "1.000000"
scale_type_y6 = "source"
scale_y6 = "1.000000"
shader7 = "shaders_slang/crt/shaders/guest/blur_horiz.slang"
filter_linear7 = "true"
wrap_mode7 = "clamp_to_border"
mipmap_input7 = "false"
alias7 = ""
float_framebuffer7 = "true"
srgb_framebuffer7 = "false"
scale_type_x7 = "source"
scale_x7 = "1.000000"
scale_type_y7 = "source"
scale_y7 = "1.000000"
shader8 = "shaders_slang/crt/shaders/guest/blur_vert.slang"
filter_linear8 = "true"
wrap_mode8 = "clamp_to_border"
mipmap_input8 = "false"
alias8 = "GlowPass"
float_framebuffer8 = "true"
srgb_framebuffer8 = "false"
scale_type_x8 = "source"
scale_x8 = "1.000000"
scale_type_y8 = "source"
scale_y8 = "1.000000"
shader9 = "shaders_slang/crt/shaders/guest/linearize_scanlines.slang"
filter_linear9 = "true"
wrap_mode9 = "clamp_to_border"
mipmap_input9 = "false"
alias9 = ""
float_framebuffer9 = "true"
srgb_framebuffer9 = "false"
scale_type_x9 = "source"
scale_x9 = "1.000000"
scale_type_y9 = "source"
scale_y9 = "1.000000"
shader10 = "shaders_slang/crt/shaders/guest/crt-guest-dr-venom.slang"
filter_linear10 = "true"
wrap_mode10 = "clamp_to_border"
mipmap_input10 = "false"
alias10 = ""
float_framebuffer10 = "false"
srgb_framebuffer10 = "false"
scale_type_x10 = "viewport"
scale_x10 = "1.000000"
scale_type_y10 = "viewport"
scale_y10 = "1.000000"
parameters = "g_gamma_in;g_signal_type;g_gamma_type;g_crtgamut;g_space_out;g_hue_degrees;g_I_SHIFT;g_Q_SHIFT;g_I_MUL;g_Q_MUL;g_lum_fix;g_vignette;g_vstr;g_vpower;g_lum;g_cntrst;g_mid;wp_temperature;g_sat;g_vibr;g_satr;g_satg;g_satb;g_lift;blr;blg;blb;wlr;wlg;wlb;rg;rb;gr;gb;br;bg;LUT_Size1;LUT1_toggle;LUT_Size2;LUT2_toggle;g_csize;g_bsize;g_flicker;g_shaker;g_refltog;g_reflgrain;g_reflstr;g_fresnel;g_reflblur;gz;gx;gy;gzr;gzg;gzb;goxr;goyr;goxg;goyg;goxb;goyb;TO;PH;PER;ASAT;temperature;luma_preserve;wp_red;wp_green;wp_blue;Tuning_Sharp;Tuning_Persistence_R;Tuning_Persistence_G;Tuning_Persistence_B;Tuning_Bleed;Tuning_Artifacts;NTSCLerp;NTSCArtifactScale;animate_artifacts;lsmooth;GAMMA_INPUT;TAPSH;GLOW_FALLOFF_H;TAPSV;GLOW_FALLOFF_V;TATE;IOS;OS;BLOOM;brightboost;brightboost1;gsl;scanline1;scanline2;beam_min;beam_max;beam_size;h_sharp;s_sharp;csize;bsize;warpX;warpY;glow;shadowMask;masksize;vertmask;slotmask;slotwidth;double_slot;slotms;mcut;maskDark;maskLight;CGWG;gamma_out;spike;inter;interm;bloom;scans"
g_gamma_in = "2.700000"
g_signal_type = "1.000000"
g_gamma_type = "0.000000"
g_crtgamut = "-4.000000"
g_space_out = "0.000000"
g_hue_degrees = "-5.000000"
g_I_SHIFT = "0.000000"
g_Q_SHIFT = "0.000000"
g_I_MUL = "1.000000"
g_Q_MUL = "1.000000"
g_lum_fix = "0.000000"
g_vignette = "0.000000"
g_vstr = "40.000000"
g_vpower = "0.200000"
g_lum = "0.000000"
g_cntrst = "0.050000"
g_mid = "1.000000"
wp_temperature = "5505.000000"
g_sat = "0.000000"
g_vibr = "0.000000"
g_satr = "-0.100000"
g_satg = "-0.050000"
g_satb = "0.100000"
g_lift = "0.000000"
blr = "0.000000"
blg = "0.000000"
blb = "0.000000"
wlr = "1.000000"
wlg = "1.000000"
wlb = "1.000000"
rg = "0.000000"
rb = "0.000000"
gr = "0.000000"
gb = "0.000000"
br = "0.000000"
bg = "0.000000"
LUT_Size1 = "32.000000"
LUT1_toggle = "0.000000"
LUT_Size2 = "32.000000"
LUT2_toggle = "1.000000"
g_csize = "0.000000"
g_bsize = "300.000000"
g_flicker = "0.000000"
g_shaker = "0.000000"
g_refltog = "1.000000"
g_reflgrain = "0.000000"
g_reflstr = "0.000000"
g_fresnel = "1.000000"
g_reflblur = "1.000000"
gz = "1.150000"
gx = "0.000000"
gy = "-0.020000"
gzr = "1.040000"
gzg = "1.020000"
gzb = "1.000000"
goxr = "0.000000"
goyr = "-0.020000"
goxg = "0.000000"
goyg = "-0.020000"
goxb = "0.000000"
goyb = "0.020000"
TO = "1.000000"
PH = "2.000000"
PER = "0.750000"
ASAT = "0.200000"
temperature = "6500.000000"
luma_preserve = "1.000000"
wp_red = "0.000000"
wp_green = "0.000000"
wp_blue = "0.000000"
Tuning_Sharp = "0.950000"
Tuning_Persistence_R = "0.000000"
Tuning_Persistence_G = "0.000000"
Tuning_Persistence_B = "0.000000"
Tuning_Bleed = "0.000000"
Tuning_Artifacts = "0.850000"
NTSCLerp = "0.000000"
NTSCArtifactScale = "0.000000"
animate_artifacts = "0.000000"
lsmooth = "0.900000"
GAMMA_INPUT = "2.400000"
TAPSH = "10.000000"
GLOW_FALLOFF_H = "1.000000"
TAPSV = "10.000000"
GLOW_FALLOFF_V = "1.000000"
TATE = "0.000000"
IOS = "0.000000"
OS = "1.000000"
BLOOM = "0.000000"
brightboost = "1.500000"
brightboost1 = "1.799999"
gsl = "0.000000"
scanline1 = "15.000000"
scanline2 = "15.000000"
beam_min = "1.600000"
beam_max = "0.800000"
beam_size = "0.700000"
h_sharp = "5.250000"
s_sharp = "0.400000"
csize = "0.020000"
bsize = "150.000000"
warpX = "0.020000"
warpY = "0.030000"
glow = "0.060000"
shadowMask = "7.000000"
masksize = "2.000000"
vertmask = "0.000000"
slotmask = "1.000000"
slotwidth = "2.000000"
double_slot = "1.000000"
slotms = "2.000000"
mcut = "0.250000"
maskDark = "0.200000"
maskLight = "1.500000"
CGWG = "1.000000"
gamma_out = "2.400000"
spike = "1.000000"
inter = "400.000000"
interm = "3.000000"
bloom = "1.500000"
scans = "0.500000"
textures = "MaskTexture;NTSCArtifactSampler;shadowMaskSampler;SamplerLUT1;SamplerLUT2;SamplerLUT3"
MaskTexture = "shaders_slang/crt/shaders/mame_hlsl/resources/aperture-grille.png"
MaskTexture_wrap_mode = "clamp_to_border"
MaskTexture_mipmap = "false"
NTSCArtifactSampler = "shaders_slang/crt/shaders/crtsim/artifacts.png"
NTSCArtifactSampler_linear = "true"
NTSCArtifactSampler_wrap_mode = "clamp_to_border"
NTSCArtifactSampler_mipmap = "false"
shadowMaskSampler = "shaders_slang/crt/shaders/crtsim/mask.png"
shadowMaskSampler_linear = "true"
shadowMaskSampler_wrap_mode = "clamp_to_border"
shadowMaskSampler_mipmap = "false"
SamplerLUT1 = "shaders_slang/crt/shaders/guest/lut/sony_trinitron1.png"
SamplerLUT1_linear = "true"
SamplerLUT1_wrap_mode = "clamp_to_border"
SamplerLUT1_mipmap = "false"
SamplerLUT2 = "shaders_slang/crt/shaders/guest/lut/sony_trinitron2.png"
SamplerLUT2_linear = "true"
SamplerLUT2_wrap_mode = "clamp_to_border"
SamplerLUT2_mipmap = "false"
SamplerLUT3 = "shaders_slang/crt/shaders/guest/lut/other1.png"
SamplerLUT3_linear = "true"
SamplerLUT3_wrap_mode = "clamp_to_border"
SamplerLUT3_mipmap = "false"
3 Likes

Sometime over the next two days I’ll try and run a variation of that and take some screenshots lol.

Hi, hunterk. Is it possible to add a setting to regulate scanline speed in newpixie shader like it is in Mattias shader?