Please show off what crt shaders can do!

The gtu one is crushing the highlights pretty severely (look at the white text). That’s a lot of lost detail and doesn’t look natural. Try Gdv-ntsc with the interlacing trick to remove scanlines.

I second guest-dr-venom. With the addition of the sharpness filter to gdv-ntsc, there is no reason to use a different shader IMO.

3 Likes

Might&magic_MameGuestVenom

Doing a quick test with GDV NTSC. This is shrunk down for comparsion with the other examples. Looks a little rough. In practice, I’d also need it to actually look good on the actual CRT TV, Mednafen is the only option currently it seems since the commonly used Applewin doesn’t output 240p (actual Apple II output is 192 lines).

If it looks rough you have 10+ settings for controlling the filtering/sharpness and the ntsc artifacting, it should be possible to achieve whatever look you’re going for.

2 Likes

This is way less grumpy than my reply sounded :sweat_smile:

2 Likes

Sure, you can go for various composite looks, I’m struggling to replicate e.g. the pattern on the back of the monster though.

Thanks for the suggestion. There’s guest-dr-venom and guest-dr-venom-2 in the repo…I assume 2 would be better? :stuck_out_tongue:

1 Like

I use HSM Mega Bezel Reflection shader with glass preset. I don’t recommend the regular ones because you’ll get burn in (monitor overlay). Using glass looks nice because the whole screen is filled in and it wears out the screen evenly. BTW, I’ve had my LG C9 65" since Feb 2020 and I have no issues with burn in so don’t worry too much about burn in.

For non HD games (224p, 240p) I recommend these changes:

Int Scale Mode = 1
Int Scale Multiple Offset = 1
2 Likes

If you aren’t using the Mega Bezel, you will want to grab @guest.r’s latest from here as it is still being developed with a new feature here and there (Although quite stable, so no worries there, his latest has a great NTSC version) :

3 Likes

Depends on what you’re going for, guest-advanced-ntsc is also amazing. I use it for all home consoles, and I use regular guest-advanced for arcade stuff.

4 Likes

Thanks for the nice support of the ntsc version. I like to use it with PS2 games too, since i think the ntsc signal addition makes is more authentic.

Here is an example (2x internal resolution), best viewed with 100% dpi scaling:

Preset:

shaders = "17"
shader0 = "shaders_slang/crt-guest-advanced/shaders/guest/advanced/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/crt-guest-advanced/shaders/guest/advanced/stock.slang"
filter_linear1 = "false"
wrap_mode1 = "clamp_to_border"
mipmap_input1 = "false"
alias1 = "StockPass"
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/crt-guest-advanced/shaders/guest/advanced/afterglow0.slang"
filter_linear2 = "true"
wrap_mode2 = "clamp_to_border"
mipmap_input2 = "false"
alias2 = "AfterglowPass"
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-guest-advanced/shaders/guest/advanced/pre-shaders-afterglow.slang"
filter_linear3 = "true"
wrap_mode3 = "clamp_to_border"
mipmap_input3 = "false"
alias3 = "PrePass0"
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-guest-advanced/shaders/guest/advanced/ntsc/ntsc-pass1.slang"
filter_linear4 = "false"
wrap_mode4 = "clamp_to_border"
frame_count_mod4 = "2"
mipmap_input4 = "false"
alias4 = ""
float_framebuffer4 = "true"
srgb_framebuffer4 = "false"
scale_type_x4 = "source"
scale_x4 = "4.000000"
scale_type_y4 = "source"
scale_y4 = "1.000000"
shader5 = "shaders_slang/crt-guest-advanced/shaders/guest/advanced/ntsc/ntsc-pass2.slang"
filter_linear5 = "true"
wrap_mode5 = "clamp_to_border"
mipmap_input5 = "false"
alias5 = ""
float_framebuffer5 = "false"
srgb_framebuffer5 = "false"
scale_type_x5 = "source"
scale_x5 = "0.500000"
scale_type_y5 = "source"
scale_y5 = "1.000000"
shader6 = "shaders_slang/crt-guest-advanced/shaders/guest/advanced/custom-fast-sharpen.slang"
filter_linear6 = "true"
wrap_mode6 = "clamp_to_border"
mipmap_input6 = "false"
alias6 = "NtscPass"
float_framebuffer6 = "false"
srgb_framebuffer6 = "false"
scale_type_x6 = "source"
scale_x6 = "1.000000"
scale_type_y6 = "source"
scale_y6 = "1.000000"
shader7 = "shaders_slang/crt-guest-advanced/shaders/guest/advanced/convert-ntsc.slang"
filter_linear7 = "true"
wrap_mode7 = "clamp_to_border"
mipmap_input7 = "false"
alias7 = ""
float_framebuffer7 = "false"
srgb_framebuffer7 = "false"
scale_type_x7 = "source"
scale_x7 = "0.500000"
scale_type_y7 = "source"
scale_y7 = "1.000000"
shader8 = "shaders_slang/crt-guest-advanced/shaders/guest/advanced/stock.slang"
filter_linear8 = "true"
wrap_mode8 = "clamp_to_border"
mipmap_input8 = "true"
alias8 = "PrePass"
float_framebuffer8 = "false"
srgb_framebuffer8 = "false"
scale_type_x8 = "source"
scale_x8 = "1.000000"
scale_type_y8 = "source"
scale_y8 = "1.000000"
shader9 = "shaders_slang/crt-guest-advanced/shaders/guest/advanced/avg-lum-ntsc.slang"
filter_linear9 = "true"
wrap_mode9 = "clamp_to_border"
mipmap_input9 = "true"
alias9 = "AvgLumPass"
float_framebuffer9 = "false"
srgb_framebuffer9 = "false"
scale_type_x9 = "source"
scale_x9 = "1.000000"
scale_type_y9 = "source"
scale_y9 = "1.000000"
shader10 = "shaders_slang/crt-guest-advanced/shaders/guest/advanced/linearize-ntsc.slang"
filter_linear10 = "true"
wrap_mode10 = "clamp_to_border"
mipmap_input10 = "false"
alias10 = "LinearizePass"
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-guest-advanced/shaders/guest/advanced/gaussian_horizontal.slang"
filter_linear11 = "true"
wrap_mode11 = "clamp_to_border"
mipmap_input11 = "false"
alias11 = ""
float_framebuffer11 = "true"
srgb_framebuffer11 = "false"
scale_type_x11 = "absolute"
scale_x11 = "640"
scale_type_y11 = "source"
scale_y11 = "1.000000"
shader12 = "shaders_slang/crt-guest-advanced/shaders/guest/advanced/gaussian_vertical.slang"
filter_linear12 = "true"
wrap_mode12 = "clamp_to_border"
mipmap_input12 = "false"
alias12 = "GlowPass"
float_framebuffer12 = "true"
srgb_framebuffer12 = "false"
scale_type_x12 = "absolute"
scale_x12 = "640"
scale_type_y12 = "absolute"
scale_y12 = "480"
shader13 = "shaders_slang/crt-guest-advanced/shaders/guest/advanced/bloom_horizontal.slang"
filter_linear13 = "true"
wrap_mode13 = "clamp_to_border"
mipmap_input13 = "false"
alias13 = ""
float_framebuffer13 = "true"
srgb_framebuffer13 = "false"
scale_type_x13 = "absolute"
scale_x13 = "640"
scale_type_y13 = "absolute"
scale_y13 = "480"
shader14 = "shaders_slang/crt-guest-advanced/shaders/guest/advanced/bloom_vertical.slang"
filter_linear14 = "true"
wrap_mode14 = "clamp_to_border"
mipmap_input14 = "false"
alias14 = "BloomPass"
float_framebuffer14 = "true"
srgb_framebuffer14 = "false"
scale_type_x14 = "absolute"
scale_x14 = "640"
scale_type_y14 = "absolute"
scale_y14 = "480"
shader15 = "shaders_slang/crt-guest-advanced/shaders/guest/advanced/crt-guest-advanced-ntsc.slang"
filter_linear15 = "true"
wrap_mode15 = "clamp_to_border"
mipmap_input15 = "false"
alias15 = ""
float_framebuffer15 = "false"
srgb_framebuffer15 = "false"
scale_type_x15 = "viewport"
scale_x15 = "1.000000"
scale_type_y15 = "viewport"
scale_y15 = "1.000000"
shader16 = "shaders_slang/crt-guest-advanced/shaders/guest/advanced/deconvergence.slang"
filter_linear16 = "true"
wrap_mode16 = "clamp_to_border"
mipmap_input16 = "false"
alias16 = ""
float_framebuffer16 = "false"
srgb_framebuffer16 = "false"
scale_type_x16 = "viewport"
scale_x16 = "1.000000"
scale_type_y16 = "viewport"
scale_y16 = "1.000000"
CS = "1.000000"
quality = "2.000000"
SHARPEN = "0.700000"
interm = "4.000000"
downsample_levelx = "0.500000"
downsample_levely = "0.500000"
halation = "0.500000"
gamma_c = "1.200000"
csize = "0.040000"
warpX = "0.040000"
warpY = "0.050000"
shadowMask = "5.000000"
maskstr = "0.600000"
mask_gamma = "1.499999"
slotmask = "0.300000"
slotmask1 = "0.750000"
slotwidth = "1.000000"
slotms = "2.000000"
deconrr = "1.000000"
deconrb = "-1.000000"
deconrry = "1.000000"
deconrby = "-1.000000"
decons = "1.200000"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4"
SamplerLUT1 = "shaders_slang/crt-guest-advanced/shaders/guest/advanced/lut/trinitron-lut.png"
SamplerLUT1_linear = "true"
SamplerLUT1_wrap_mode = "clamp_to_border"
SamplerLUT1_mipmap = "false"
SamplerLUT2 = "shaders_slang/crt-guest-advanced/shaders/guest/advanced/lut/inv-trinitron-lut.png"
SamplerLUT2_linear = "true"
SamplerLUT2_wrap_mode = "clamp_to_border"
SamplerLUT2_mipmap = "false"
SamplerLUT3 = "shaders_slang/crt-guest-advanced/shaders/guest/advanced/lut/nec-lut.png"
SamplerLUT3_linear = "true"
SamplerLUT3_wrap_mode = "clamp_to_border"
SamplerLUT3_mipmap = "false"
SamplerLUT4 = "shaders_slang/crt-guest-advanced/shaders/guest/advanced/lut/ntsc-lut.png"
SamplerLUT4_linear = "true"
SamplerLUT4_wrap_mode = "clamp_to_border"
SamplerLUT4_mipmap = "false" 

Edit: preset adjusted for the latest version, otherwise the image is too blurry.

8 Likes

Playing around with mask 7 and deconvergence. It’s possible to get something akin to rgb phosphors using a BW mask with the right deconvergence settings.

shaders = "17"
shader0 = "shaders_slang/misc/grade.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/crt/shaders/guest/advanced/stock.slang"
filter_linear1 = "false"
wrap_mode1 = "clamp_to_border"
mipmap_input1 = "false"
alias1 = "StockPass"
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/crt/shaders/guest/advanced/afterglow0.slang"
filter_linear2 = "true"
wrap_mode2 = "clamp_to_border"
mipmap_input2 = "false"
alias2 = "AfterglowPass"
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/pre-shaders-afterglow.slang"
filter_linear3 = "true"
wrap_mode3 = "clamp_to_border"
mipmap_input3 = "false"
alias3 = "PrePass0"
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/ntsc/ntsc-pass1.slang"
filter_linear4 = "false"
wrap_mode4 = "clamp_to_border"
frame_count_mod4 = "2"
mipmap_input4 = "false"
alias4 = ""
float_framebuffer4 = "true"
srgb_framebuffer4 = "false"
scale_type_x4 = "source"
scale_x4 = "4.000000"
scale_type_y4 = "source"
scale_y4 = "1.000000"
shader5 = "shaders_slang/crt/shaders/guest/advanced/ntsc/ntsc-pass2.slang"
filter_linear5 = "false"
wrap_mode5 = "clamp_to_border"
mipmap_input5 = "false"
alias5 = ""
float_framebuffer5 = "false"
srgb_framebuffer5 = "false"
scale_type_x5 = "source"
scale_x5 = "0.500000"
scale_type_y5 = "source"
scale_y5 = "1.000000"
shader6 = "shaders_slang/crt/shaders/guest/advanced/custom-fast-sharpen.slang"
filter_linear6 = "true"
wrap_mode6 = "clamp_to_border"
mipmap_input6 = "false"
alias6 = "NtscPass"
float_framebuffer6 = "false"
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/convert-ntsc.slang"
filter_linear7 = "true"
wrap_mode7 = "clamp_to_border"
mipmap_input7 = "false"
alias7 = ""
float_framebuffer7 = "false"
srgb_framebuffer7 = "false"
scale_type_x7 = "source"
scale_x7 = "0.500000"
scale_type_y7 = "source"
scale_y7 = "1.000000"
shader8 = "shaders_slang/crt/shaders/guest/advanced/stock.slang"
filter_linear8 = "true"
wrap_mode8 = "clamp_to_border"
mipmap_input8 = "true"
alias8 = "PrePass"
float_framebuffer8 = "false"
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/avg-lum-ntsc.slang"
filter_linear9 = "true"
wrap_mode9 = "clamp_to_border"
mipmap_input9 = "true"
alias9 = "AvgLumPass"
float_framebuffer9 = "false"
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/linearize-ntsc.slang"
filter_linear10 = "true"
wrap_mode10 = "clamp_to_border"
mipmap_input10 = "false"
alias10 = "LinearizePass"
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/gaussian_horizontal.slang"
filter_linear11 = "true"
wrap_mode11 = "clamp_to_border"
mipmap_input11 = "false"
alias11 = ""
float_framebuffer11 = "true"
srgb_framebuffer11 = "false"
scale_type_x11 = "absolute"
scale_x11 = "640"
scale_type_y11 = "source"
scale_y11 = "1.000000"
shader12 = "shaders_slang/crt/shaders/guest/advanced/gaussian_vertical.slang"
filter_linear12 = "true"
wrap_mode12 = "clamp_to_border"
mipmap_input12 = "false"
alias12 = "GlowPass"
float_framebuffer12 = "true"
srgb_framebuffer12 = "false"
scale_type_x12 = "absolute"
scale_x12 = "640"
scale_type_y12 = "absolute"
scale_y12 = "480"
shader13 = "shaders_slang/crt/shaders/guest/advanced/bloom_horizontal.slang"
filter_linear13 = "true"
wrap_mode13 = "clamp_to_border"
mipmap_input13 = "false"
alias13 = ""
float_framebuffer13 = "true"
srgb_framebuffer13 = "false"
scale_type_x13 = "absolute"
scale_x13 = "640"
scale_type_y13 = "absolute"
scale_y13 = "480"
shader14 = "shaders_slang/crt/shaders/guest/advanced/bloom_vertical.slang"
filter_linear14 = "true"
wrap_mode14 = "clamp_to_border"
mipmap_input14 = "false"
alias14 = "BloomPass"
float_framebuffer14 = "true"
srgb_framebuffer14 = "false"
scale_type_x14 = "absolute"
scale_x14 = "640"
scale_type_y14 = "absolute"
scale_y14 = "480"
shader15 = "shaders_slang/crt/shaders/guest/advanced/crt-guest-advanced-ntsc.slang"
filter_linear15 = "true"
wrap_mode15 = "clamp_to_border"
mipmap_input15 = "false"
alias15 = ""
float_framebuffer15 = "false"
srgb_framebuffer15 = "false"
scale_type_x15 = "viewport"
scale_x15 = "1.000000"
scale_type_y15 = "viewport"
scale_y15 = "1.000000"
shader16 = "shaders_slang/crt/shaders/guest/advanced/deconvergence.slang"
filter_linear16 = "true"
wrap_mode16 = "clamp_to_border"
mipmap_input16 = "false"
alias16 = ""
float_framebuffer16 = "false"
srgb_framebuffer16 = "false"
scale_type_x16 = "viewport"
scale_x16 = "1.000000"
scale_type_y16 = "viewport"
scale_y16 = "1.000000"
g_crtgamut = "0.000000"
g_vignette = "0.000000"
PR = "0.000000"
WP = "-100.000000"
SHARPEN = "1.000000"
CONTR = "0.250000"
GAMMA_INPUT = "3.499999"
glow = "0.000000"
brightboost = "1.999999"
brightboost1 = "1.999996"
bogus_scanline = "1.000000"
gsl = "1.000000"
beam_min = "1.450000"
beam_max = "1.150000"
beam_size = "0.000000"
vertmask = "0.500000"
scans = "1.000000"
spike = "1.000000"
h_sharp = "3.999998"
s_sharp = "1.000000"
shadowMask = "7.000000"
maskstr = "0.500000"
mcut = "0.500000"
masksize = "2.000000"
maskDark = "0.300000"
maskLight = "1.000000"
slotwidth = "3.000000"
mclip = "1.000000"
gamma_out = "3.500000"
deconrr = "1.000000"
deconrb = "-1.000000"
decons = "2.000000"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4"
SamplerLUT1 = "shaders_slang/crt/shaders/guest/advanced/lut/trinitron-lut.png"
SamplerLUT1_linear = "true"
SamplerLUT1_wrap_mode = "clamp_to_border"
SamplerLUT1_mipmap = "false"
SamplerLUT2 = "shaders_slang/crt/shaders/guest/advanced/lut/inv-trinitron-lut.png"
SamplerLUT2_linear = "true"
SamplerLUT2_wrap_mode = "clamp_to_border"
SamplerLUT2_mipmap = "false"
SamplerLUT3 = "shaders_slang/crt/shaders/guest/advanced/lut/nec-lut.png"
SamplerLUT3_linear = "true"
SamplerLUT3_wrap_mode = "clamp_to_border"
SamplerLUT3_mipmap = "false"
SamplerLUT4 = "shaders_slang/crt/shaders/guest/advanced/lut/ntsc-lut.png"
SamplerLUT4_linear = "true"
SamplerLUT4_wrap_mode = "clamp_to_border"
SamplerLUT4_mipmap = "false"
6 Likes

This may or may not be the best place to ask but given how niche this topic is, I guess I have no choice… Any Mame users with HLSL experience willing to help me figure out how to adjust black levels so the grey matches the pure black of the monitor?

I’m kinda new to HLSL and have only played around with stock settings, not changing anything

I realize I’m asking for Mame help in a RA thread but it’s the one emulator I prefer to use standalone while I use RA for almost everything else exclusively https://cdn.discordapp.com/attachments/395642834285494272/869756291864727572/PXL_20210728_013942665.jpg

1 Like

I think it’s likely that it’s a gamma setting which needs to be adjusted. Basically gamma will make the darks darker, so makes those things that look gray (but shouldn’t) closer to black

I know you like Mame for arcade stuff, but can I tempt you with the Mega Bezel? :crazy_face:

1 Like

I almost forgot about this, i’ll have to give it a shot in RA soon! It’s been a while since I used bleeding edge in RA but I remember it being kinda subpar and I don’t want to regress to a much older version even if it’s core is better optimized for RA

1 Like

Maybe @Duimon can comment on this as he has lots of experience with Mame and I think uses a recent Mame core…

1 Like

I can only speak for the Software lists but whenever a new machine is listed as working in the whatsnew.txt it works in the MAME core also.

I can say that on underpowered devices the stand-alone is faster.

1 Like

I think you can increase gdv’s gamma to 3.90 without crushing blacks; at 4.0 the darkest blacks are crushed. Can anyone confirm this? @guest.r

Anyway, here are some screenshots.

shaders = "17"
shader0 = "shaders_slang/misc/grade.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/crt/shaders/guest/advanced/stock.slang"
filter_linear1 = "false"
wrap_mode1 = "clamp_to_border"
mipmap_input1 = "false"
alias1 = "StockPass"
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/crt/shaders/guest/advanced/afterglow0.slang"
filter_linear2 = "true"
wrap_mode2 = "clamp_to_border"
mipmap_input2 = "false"
alias2 = "AfterglowPass"
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/pre-shaders-afterglow.slang"
filter_linear3 = "true"
wrap_mode3 = "clamp_to_border"
mipmap_input3 = "false"
alias3 = "PrePass0"
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/ntsc/ntsc-pass1.slang"
filter_linear4 = "false"
wrap_mode4 = "clamp_to_border"
frame_count_mod4 = "2"
mipmap_input4 = "false"
alias4 = ""
float_framebuffer4 = "true"
srgb_framebuffer4 = "false"
scale_type_x4 = "source"
scale_x4 = "4.000000"
scale_type_y4 = "source"
scale_y4 = "1.000000"
shader5 = "shaders_slang/crt/shaders/guest/advanced/ntsc/ntsc-pass2.slang"
filter_linear5 = "false"
wrap_mode5 = "clamp_to_border"
mipmap_input5 = "false"
alias5 = ""
float_framebuffer5 = "false"
srgb_framebuffer5 = "false"
scale_type_x5 = "source"
scale_x5 = "0.500000"
scale_type_y5 = "source"
scale_y5 = "1.000000"
shader6 = "shaders_slang/crt/shaders/guest/advanced/custom-fast-sharpen.slang"
filter_linear6 = "true"
wrap_mode6 = "clamp_to_border"
mipmap_input6 = "false"
alias6 = "NtscPass"
float_framebuffer6 = "false"
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/convert-ntsc.slang"
filter_linear7 = "true"
wrap_mode7 = "clamp_to_border"
mipmap_input7 = "false"
alias7 = ""
float_framebuffer7 = "false"
srgb_framebuffer7 = "false"
scale_type_x7 = "source"
scale_x7 = "0.500000"
scale_type_y7 = "source"
scale_y7 = "1.000000"
shader8 = "shaders_slang/crt/shaders/guest/advanced/stock.slang"
filter_linear8 = "true"
wrap_mode8 = "clamp_to_border"
mipmap_input8 = "true"
alias8 = "PrePass"
float_framebuffer8 = "false"
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/avg-lum-ntsc.slang"
filter_linear9 = "true"
wrap_mode9 = "clamp_to_border"
mipmap_input9 = "true"
alias9 = "AvgLumPass"
float_framebuffer9 = "false"
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/linearize-ntsc.slang"
filter_linear10 = "true"
wrap_mode10 = "clamp_to_border"
mipmap_input10 = "false"
alias10 = "LinearizePass"
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/gaussian_horizontal.slang"
filter_linear11 = "true"
wrap_mode11 = "clamp_to_border"
mipmap_input11 = "false"
alias11 = ""
float_framebuffer11 = "true"
srgb_framebuffer11 = "false"
scale_type_x11 = "absolute"
scale_x11 = "640"
scale_type_y11 = "source"
scale_y11 = "1.000000"
shader12 = "shaders_slang/crt/shaders/guest/advanced/gaussian_vertical.slang"
filter_linear12 = "true"
wrap_mode12 = "clamp_to_border"
mipmap_input12 = "false"
alias12 = "GlowPass"
float_framebuffer12 = "true"
srgb_framebuffer12 = "false"
scale_type_x12 = "absolute"
scale_x12 = "640"
scale_type_y12 = "absolute"
scale_y12 = "480"
shader13 = "shaders_slang/crt/shaders/guest/advanced/bloom_horizontal.slang"
filter_linear13 = "true"
wrap_mode13 = "clamp_to_border"
mipmap_input13 = "false"
alias13 = ""
float_framebuffer13 = "true"
srgb_framebuffer13 = "false"
scale_type_x13 = "absolute"
scale_x13 = "640"
scale_type_y13 = "absolute"
scale_y13 = "480"
shader14 = "shaders_slang/crt/shaders/guest/advanced/bloom_vertical.slang"
filter_linear14 = "true"
wrap_mode14 = "clamp_to_border"
mipmap_input14 = "false"
alias14 = "BloomPass"
float_framebuffer14 = "true"
srgb_framebuffer14 = "false"
scale_type_x14 = "absolute"
scale_x14 = "640"
scale_type_y14 = "absolute"
scale_y14 = "480"
shader15 = "shaders_slang/crt/shaders/guest/advanced/crt-guest-advanced-ntsc.slang"
filter_linear15 = "true"
wrap_mode15 = "clamp_to_border"
mipmap_input15 = "false"
alias15 = ""
float_framebuffer15 = "false"
srgb_framebuffer15 = "false"
scale_type_x15 = "viewport"
scale_x15 = "1.000000"
scale_type_y15 = "viewport"
scale_y15 = "1.000000"
shader16 = "shaders_slang/crt/shaders/guest/advanced/deconvergence.slang"
filter_linear16 = "true"
wrap_mode16 = "clamp_to_border"
mipmap_input16 = "false"
alias16 = ""
float_framebuffer16 = "false"
srgb_framebuffer16 = "false"
scale_type_x16 = "viewport"
scale_x16 = "1.000000"
scale_type_y16 = "viewport"
scale_y16 = "1.000000"
g_crtgamut = "0.000000"
g_vignette = "0.000000"
PR = "0.000000"
WP = "-100.000000"
SHARPEN = "1.000000"
CONTR = "0.250000"
GAMMA_INPUT = "3.749999"
glow = "0.000000"
gamma_c = "1.100000"
brightboost = "1.999999"
brightboost1 = "1.999996"
bogus_scanline = "1.000000"
gsl = "1.000000"
beam_max = "1.100000"
beam_size = "0.000000"
scans = "1.000000"
spike = "1.000000"
h_sharp = "3.999998"
s_sharp = "1.000000"
shadowMask = "3.000000"
maskstr = "0.500000"
mcut = "0.500000"
maskLight = "1.000000"
mask_gamma = "3.750005"
slotwidth = "3.000000"
mclip = "1.000000"
gamma_out = "3.750000"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4"
SamplerLUT1 = "shaders_slang/crt/shaders/guest/advanced/lut/trinitron-lut.png"
SamplerLUT1_linear = "true"
SamplerLUT1_wrap_mode = "clamp_to_border"
SamplerLUT1_mipmap = "false"
SamplerLUT2 = "shaders_slang/crt/shaders/guest/advanced/lut/inv-trinitron-lut.png"
SamplerLUT2_linear = "true"
SamplerLUT2_wrap_mode = "clamp_to_border"
SamplerLUT2_mipmap = "false"
SamplerLUT3 = "shaders_slang/crt/shaders/guest/advanced/lut/nec-lut.png"
SamplerLUT3_linear = "true"
SamplerLUT3_wrap_mode = "clamp_to_border"
SamplerLUT3_mipmap = "false"
SamplerLUT4 = "shaders_slang/crt/shaders/guest/advanced/lut/ntsc-lut.png"
SamplerLUT4_linear = "true"
SamplerLUT4_wrap_mode = "clamp_to_border"
SamplerLUT4_mipmap = "false"
4 Likes

Wouldn’t this be display related to an extent? Like granted there’s a definite cutoff value eventually where stuff starts being wonky regardless of what display you’re using.

3 Likes

It’s more or less around 4.0 with 16 bit “float framebuffer”. Forcing more precision is tricky, since saved presets tend to overrule other texture formats, like 32 bit floats per component R32G32B32A32_SFLOAT, explicitly focusing either on R8G8B8A8_SRGB or R16G16B16A16_SFLOAT, if both are stated false, then the default R8G8B8A8_UNORM is used.

Some passes are more critical to use better precision, namely the linearize pass is to be considered if adding more.

2 Likes