Please show off what crt shaders can do!


#281

Yeah @daddu3, I also think that your newer shots with the mask look much better!


#282

One thing about masks that I’m just now learning is that it’s impossible to do black frame insertion, scanlines (1:1), and a mask, while still maintaining adequate brightness on a 1080p display.

If you’ve never witnessed the motion clarity that results from strobing the display, you’re missing out. It’s really amazing and an essential part of the CRT experience IMO.

With black frame insertion, the mask, and scanlines, it’s something like a 90% reduction in brightness. Something has to give, unless you have an HDR capable display and a way of utilizing the extra brightness on demand.

Furthermore, the mask disappears whenever there is horizontal movement on the screen. If we want to improve this, we need black frame insertion, which leads to a catch-22. We need black frame insertion for the mask to not disappear but black frame insertion and the mask together results in too much lost brightness.

For the time being, I’ve decided to forego use of the mask so that I can use black frame insertion and keep the scanlines close to 1:1 while maintaining brightness. This will have to do until I get a better display.


#283

For me, the BFI gives me a headache pretty quickly. i’ve heard of people having similar issues with 60 hz strobing on actual CRTs, but for whatever reason they don’t bother me.

There’s no denying the benefits of it, though. It completely eliminates sample-and-hold motion blur.


#284

Great image. Can you share the file of this shader?


#285

I have a problem with the crt-guest-dr-venom shader, every time I launch a game with it, only the upper half of the screen is rendered, bottom half is all black. Just going to Shaders -> Apply changes fixes the problem. What should I do ?


#286

Do you know what the flicker rate for the BFI was when you got a headache from it?

And BFI has to match the frame rate of the content being used, so 60fps for most games. Even then, it does not “completely” eliminate sample-and-hold persistence blur, at least not even close to how it is virtually non-existent on a CRT, but it does clean it up quite nicely.


#287

60 hz. I was running the monitor at 120 hz.


#288

That may be why it was a problem. Apparently the BFI refresh rate, monitor refresh rate, and content frame rate should ideally all match to avoid noticeable flicker. And at a minimum should be 60hz. 50hz can be noticeable even if everything matches.

The best results for retro gaming I’ve seen are on an LG OLED that flickers at 60hz. It’s still not perfect, far from a CRT, but significantly better than motion on any flat panel without flicker.


#289

Heyo! Been out a while, but felt it’d be the grand time to release the BVM-styled shaders I had worked on finally out, after using them for a while on my own.

I can happily announce they come in two formats, both for 4K-displays or more, and those with somewhat older displays for folk like me:

BVM Shader (4K): https://pastebin.com/D0yTsPUM

BVM Shader (1080p): https://pastebin.com/8nGM0wcw

These are about as clean as they can get to get close enough on BVM-like displays, and can be customizable from the spot for all sorts of effects popular around here.

Of course, remember to have Crt_Royale_Kurozumi to use these - hope you enjoy! :face_with_hand_over_mouth:

Sadly CG-style for now for those asking GLSL-versions, but I might try to make ones for those in the future if the demand and possibilities are big enough. Hmm.