Can anyone get the standalone video filters to actually work via the video settings menu?
I think this is something that grade is doing. Whether or not it’s a problem, I’m not sure. Could be working as intended. @Dogway
Yes, but not on all cores. Mesen-S doesn’t work for example but bsnes does.
Actually, I think I misreported earlier, I was clicking on “apply settings” when I swapped out Grade.slang for Stock.slang forgetting that it also resets all the other settings.
Is this noticeable in-game or just something seen in 240p test suite? Color temp also needs to be 6500K for the test suite, I think.
It’s pretty overwhelmingly bright unless I’m using a core where I can use the Blargg RGB filter so I guess that plays a huge part in it. And yes ,it was mainly during the color bars in the 240p test suite.
Just lower bright boost dark/bright to the same level, as needed. 2.00/2.00 might still be too bright on some displays without the RGB filter.
240p test suite is based on 6500K, setting it higher via grade will naturally result in clipping blue. Nothing would get clipped in a game designed for 9300K though (all NTSC-J games).
Please, what is “a bit of AA, image adjustment and color mangler”? Thank you very much.
I had a go at tweaking my “SVideo” preset. I put the first 2 passes of the GTU shader into advanced Venom to get color smearing and then deconvergence to rough up the pixels even more. I tried to find the best balance between contrast and mask, a clear image and pleasing imperfections.
shaders = "13"
shader0 = "shaders_slang/crt/shaders/gtu-v050/pass1.slang"
filter_linear0 = "false"
wrap_mode0 = "clamp_to_border"
frame_count_mod0 = "2"
mipmap_input0 = "false"
alias0 = "StockPass"
float_framebuffer0 = "true"
srgb_framebuffer0 = "false"
scale_type_x0 = "source"
scale_x0 = "1.000000"
scale_type_y0 = "source"
scale_y0 = "1.000000"
shader1 = "shaders_slang/crt/shaders/gtu-v050/pass2.slang"
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_slang/misc/grade.slang"
filter_linear2 = "false"
wrap_mode2 = "clamp_to_border"
mipmap_input2 = "false"
alias2 = "PrePass"
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/crt/shaders/guest/advanced/afterglow0.slang"
filter_linear3 = "true"
wrap_mode3 = "clamp_to_border"
mipmap_input3 = "false"
alias3 = "AfterglowPass"
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/guest/advanced/pre-shaders-afterglow.slang"
filter_linear4 = "true"
wrap_mode4 = "clamp_to_border"
mipmap_input4 = "false"
alias4 = "PrePass0"
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/advanced/avg-lum-ntsc.slang"
filter_linear5 = "true"
wrap_mode5 = "clamp_to_border"
mipmap_input5 = "true"
alias5 = "AvgLumPass"
float_framebuffer5 = "false"
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/advanced/linearize-ntsc.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/advanced/gaussian_horizontal.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/advanced/gaussian_vertical.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/advanced/bloom_horizontal.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/advanced/bloom_vertical.slang"
filter_linear10 = "true"
wrap_mode10 = "clamp_to_border"
mipmap_input10 = "false"
alias10 = "BloomPass"
float_framebuffer10 = "true"
srgb_framebuffer10 = "false"
scale_type_x10 = "source"
scale_x10 = "1.000000"
scale_type_y10 = "source"
scale_y10 = "1.000000"
shader11 = "shaders_slang/crt/shaders/guest/advanced/crt-guest-advanced-ntsc.slang"
filter_linear11 = "true"
wrap_mode11 = "clamp_to_border"
mipmap_input11 = "false"
alias11 = ""
float_framebuffer11 = "false"
srgb_framebuffer11 = "false"
scale_type_x11 = "viewport"
scale_x11 = "1.000000"
scale_type_y11 = "viewport"
scale_y11 = "1.000000"
shader12 = "shaders_slang/crt/shaders/guest/advanced/deconvergence.slang"
filter_linear12 = "true"
wrap_mode12 = "clamp_to_border"
mipmap_input12 = "false"
alias12 = ""
float_framebuffer12 = "false"
srgb_framebuffer12 = "false"
compositeConnection = "1.000000"
signalResolution = "336.000000"
signalResolutionI = "151.000000"
signalResolutionQ = "39.000000"
g_gamma_out = "2.200000"
g_I_MUL = "1.200000"
g_Q_MUL = "1.200000"
g_vignette = "0.000000"
g_mid = "0.250000"
wp_temperature = "7404.000000"
wlg = "0.900000"
wlb = "1.100000"
LUT_Size1 = "32.000000"
LUT_Size2 = "32.000000"
PR = "0.140000"
PG = "0.140000"
PB = "0.140000"
vigdef = "3.600000"
SIZEHB = "1.000000"
SIGMA_HB = "0.250000"
SIZEVB = "1.000000"
SIGMA_VB = "0.250000"
glow = "0.040000"
bloom = "0.200000"
halation = "0.300001"
brightboost = "1.000000"
brightboost1 = "1.500000"
gsl = "-1.000000"
scanline1 = "5.000000"
beam_min = "1.700000"
beam_max = "1.100000"
shadowMask = "1.000000"
maskDark = "0.400000"
mask_gamma = "3.000000"
slotwidth = "3.000000"
dctypex = "0.450000"
dctypey = "0.500000"
deconrr = "-2.000000"
deconrb = "2.000000"
deconrry = "2.000000"
deconrby = "-2.000000"
decons = "0.400000"
deconsmooth = "0.200000"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4"
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"
SamplerLUT4 = "shaders_slang/crt/shaders/guest/lut/custom_lut.png"
SamplerLUT4_linear = "true"
SamplerLUT4_wrap_mode = "clamp_to_border"
SamplerLUT4_mipmap = "false"
Looks good. I think there’s a basic bezel shader preset that has GTU and other stuff + guest-dr-venom.
Mask strength 90(!)
mask 7, double phosphor width, low mask strength 30%, mask strength 90%, deconvergence, other stuff
This is also why I cried about people posting shots without settings for the longest time, because we all just post some crt shader porn and don’t bother to save or remember settings, and someone eventually comes along gets all hot and bothered by them NSFW images and then gets cuckold’ed.
Btw shots look great @BendBombBoom and @Nesguy.
A small color adjustment as I found things a little too blue with the Dreamcast.
shaders = "13"
shader0 = "shaders_slang/crt/shaders/gtu-v050/pass1.slang"
filter_linear0 = "false"
wrap_mode0 = "clamp_to_border"
frame_count_mod0 = "2"
mipmap_input0 = "false"
alias0 = "StockPass"
float_framebuffer0 = "true"
srgb_framebuffer0 = "false"
scale_type_x0 = "source"
scale_x0 = "1.000000"
scale_type_y0 = "source"
scale_y0 = "1.000000"
shader1 = "shaders_slang/crt/shaders/gtu-v050/pass2.slang"
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_slang/misc/grade.slang"
filter_linear2 = "false"
wrap_mode2 = "clamp_to_border"
mipmap_input2 = "false"
alias2 = "PrePass"
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/crt/shaders/guest/advanced/afterglow0.slang"
filter_linear3 = "true"
wrap_mode3 = "clamp_to_border"
mipmap_input3 = "false"
alias3 = "AfterglowPass"
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/guest/advanced/pre-shaders-afterglow.slang"
filter_linear4 = "true"
wrap_mode4 = "clamp_to_border"
mipmap_input4 = "false"
alias4 = "PrePass0"
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/advanced/avg-lum-ntsc.slang"
filter_linear5 = "true"
wrap_mode5 = "clamp_to_border"
mipmap_input5 = "true"
alias5 = "AvgLumPass"
float_framebuffer5 = "false"
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/advanced/linearize-ntsc.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/advanced/gaussian_horizontal.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/advanced/gaussian_vertical.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/advanced/bloom_horizontal.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/advanced/bloom_vertical.slang"
filter_linear10 = "true"
wrap_mode10 = "clamp_to_border"
mipmap_input10 = "false"
alias10 = "BloomPass"
float_framebuffer10 = "true"
srgb_framebuffer10 = "false"
scale_type_x10 = "source"
scale_x10 = "1.000000"
scale_type_y10 = "source"
scale_y10 = "1.000000"
shader11 = "shaders_slang/crt/shaders/guest/advanced/crt-guest-advanced-ntsc.slang"
filter_linear11 = "true"
wrap_mode11 = "clamp_to_border"
mipmap_input11 = "false"
alias11 = ""
float_framebuffer11 = "false"
srgb_framebuffer11 = "false"
scale_type_x11 = "viewport"
scale_x11 = "1.000000"
scale_type_y11 = "viewport"
scale_y11 = "1.000000"
shader12 = "shaders_slang/crt/shaders/guest/advanced/deconvergence.slang"
filter_linear12 = "true"
wrap_mode12 = "clamp_to_border"
mipmap_input12 = "false"
alias12 = ""
float_framebuffer12 = "false"
srgb_framebuffer12 = "false"
compositeConnection = "1.000000"
signalResolution = "336.000000"
signalResolutionI = "111.000000"
signalResolutionQ = "35.000000"
g_crtgamut = "1.000000"
g_vignette = "0.000000"
g_mid = "0.250000"
wp_temperature = "6904.000000"
wlg = "0.900000"
wlb = "1.100000"
LUT_Size1 = "32.000000"
LUT_Size2 = "32.000000"
PR = "0.140000"
PG = "0.140000"
PB = "0.140000"
vigdef = "3.600000"
interm = "4.000000"
SIZEHB = "1.000000"
SIGMA_HB = "0.250000"
SIZEVB = "1.000000"
SIGMA_VB = "0.250000"
glow = "0.040000"
bloom = "0.200000"
halation = "0.300001"
brightboost = "2.000000"
brightboost1 = "1.500000"
gsl = "-1.000000"
scanline1 = "5.000000"
beam_min = "1.700000"
beam_max = "1.100000"
shadowMask = "1.000000"
maskDark = "0.400000"
mask_gamma = "3.000000"
slotwidth = "3.000000"
dctypex = "0.450000"
dctypey = "0.500000"
deconrr = "-2.000000"
deconrb = "2.000000"
deconrry = "2.000000"
deconrby = "-2.000000"
decons = "0.400000"
deconsmooth = "0.200000"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4"
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"
SamplerLUT4 = "shaders_slang/crt/shaders/guest/lut/custom_lut.png"
SamplerLUT4_linear = "true"
SamplerLUT4_wrap_mode = "clamp_to_border"
SamplerLUT4_mipmap = "false"
Love that nice soft look you got going on.
My little line of devolving shaders is working well with not to much of a drop between each one. The “RF” signal is a modified NewPixie that removes the vignette and decreased contrast and no screenshot captures it’s dynamic attributes properly. Everything else is Venom Advanced with things added or moved around. I can’t get the rainbowing on dithered objects to show up strong enough on Venom Advanced.
I’m going to throw a shoe at you!
Why no settings?!? I
On a more serious note, a portion of ntsc effects or even crt effects we’re missing at this point are all dynamic effects imo, they all require jittering or just movement/animation in general, definitely not static effects.
That’s a lot of settings to post and I believe I have put them on all this forum as I’ve made them except the RF one. I’ll probably post the slangp files on a github once I finish a non-related Blender addon I’ve been messing with.
I’m just being an ass, please try to not take me too seriously
A GitHub repo would be cool tbh, might be interesting to setup a repo with a few of the more power type users, with their presets. (Like you, nesguy, professorbraun, etc; people that have taken the time to break down presets, add passes, swap passes, rewrite/alter shaders, actually learn what the settings do to fine tune things, those kind of people)
I love that you’re finding ways to keep getting the mask strength up that high. I usually lose too much pop in the colors to have that high a mask strength without your settings.