Please show off what crt shaders can do!

Perfectly understood and fully agreed. And I only changed these settings to look like my sony kvm tv crt…

I didn’t really choose the settings of my preset…it’s the consequence that did it…trying to get closer and copy my TV. These are the settings that bring me closer to my reference sony crt… I can make a lot of other settings and presets, but I’m looking for what looks like a real crt… I don’t know if I’ve been understood here.

I can add bloom, haliation and many other things. Adjust the scanline, the beam, etc… But I tried these settings, but it’s not what I see on my crt tv. So I leave it at zero, then after the gamma etc… :smiley:

Crt joe I zoom in on your royal crt preset, I look at the alladin comma, to see the pixel placement. And I can see a difference. The number of vertical pixels. YoU

Me

And on my crt it happens that the phosphors exceed with the contrast, it is what makes the image soft, because the pixels mix etc… I’m not saying that my tweak is perfect and that this is how the games should be displayed. Just interesting to zoom in…and compare. To have the same thing as you I should maybe lower the Beam width… 30 or 40
Look what’s going on where I posted the 2 screens of street of rage, bare knuckle… I am at beam width = 30 to 60… I took two screenshots with distant values to see the effect… It softens the mask and it stretches vertically the phosphor box… Going from 2 pixel high to 3 should be possible. Just go back and compare my 2 screens where I say it can soften the image… The windows in street of rage are almost 3 pixels with the value 70 The value has 30 for beam width 2 pixel vertical. And there is also the beam max value…

That’s why I said that I should adapt my settings because slot mask changed to aperture grill… So here I stop because it is long… If I have to do something I’ll open a thread dedicated to shader tweaking and other stuff… See you soon Have fun.

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E.V.O. Search for Eden with Guest NTSC shader. I can’t wait for it to be incorporated into HSM MegaBezel. This is one of the alternate endings.

Just a little something to break up the monologue…

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Y’all gonna make me buy a new mouse and stop being a potato aren’t you :joy:

And @Brainbin74 technically that’s what this thread is for so go ahead imho, I don’t see the issue with it as long as your posting pictures to accompany your books :joy:

Honestly if it’s an issue Hunter will either say something or split the thread.

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No you are right, to do well I should create a thread of shader etc… Sorry.

But well, it’s done here… Because show off what crt shaders do? Rvb phosphor boxes… And scanlines … :joy:

I don’t know what this game is. But his face is funny. And excellent rendering.

I was wondering if you or any else is interested in creating a simpler slot-mask tile image (or a fake pattern that just roughly mimics the slot-mask pattern) that can be used for the CRT-Royle shader?

I believe the default pattern is way too complicated/authentic to be scaled down properly, even on 4K displays. You can notice the uneven black gaps between each tile in the original 64x64 png file, which is why the scanlines appear uneven when using integer scale at 4K resolution.

Not sure if a simpler pattern would solve this but it’s worth a try. Would be great if there’s a good, simple slot-mask pattern that works at 1080P or 2K. :wink:

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Yes, I totally agree. And clean the rvb, they are dirty, these things are superimposed on the colors of our games. They must be pure RGB without stain… I said I would do it later. I’ll do it for sure. When I see the dirt, like my crt has dust in the mask…

I can’t give up slot mask for aperture grill. I need both, the arcade needs slot mask, and my slot mask preset crt royal kurozomi suits me perfectly. ( even with the dirty rvb and what you saw while zooming…)

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You can try crt-lottes rotated mask.

Filthy Pants: A Computer Blog: CRT shader masks

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I wanted to, but my skill-set (non-existing) did not allow me to create a proper 64x64 crt-lottes tile image :sob:

@Brainbin74 I’m counting on you. Doesn’t matter if it takes days weeks or months, I can wait :yum:

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Anyway I know myself… Now that I’ve seen it, and you have too… I have to do it for me, I can’t leave it…it’s only 5 minutes, with a drawing software…

and then I have to share the result… We’ll see if we get better colors and precision? Or more precise in scanline etc… We will test this thing and see…

It will be posted here once done. Or even anyone who has a drawing program It doesn’t matter, it will be done by me or someone else Even before next weekend, October 5th or 6th… Work…occupation…time…you see…

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What are the actual RGB values of the phosphor mask supposed to be?

What is my canvas size?

Should be able to just do these via pixel art tbh. Even if it’s at a larger scale. As it should primarily just be big blocks of color with minimal transition shading into the black strips.

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RGB are supposed to be 100%.
R = 100% G = 100% B = 100%

Yes any pixel art software… Because the tileable function is useful to create 2d games… Backround infinite scrolling… Just clean a slot mask band. copy and paste… Repeat the operation… For 64 px it’s 4 copies maybe. Adjusted it depends on your software… But in pixel art like asesprite or other it is not a problem. The size There is one of 64x64 px And 512px512px And the 512 ? Is simpler cleaner, just clean the rvb. Here is what I think

The small slot mask has a semi-transparent strip to remove. But you do it only once, then copy, then paste…adjusted…in the box… Save as png. But those who use photoshop or gimp or any software has these functions. More or less difficult to access…well that’s why I use asesprite because it reminds me of deluxe paint amiga. Simple and efficient.

I tried once photoshop to make my 2d game… I spent 3 hours configuring photoshop before I started working… I had to set up the brush, the grid, a grid behind that has the pixel ratio etc…blah blah blah…

Asesprite I open, show grid paf it is done, I click tiled x axis paf it is done… With photoshop? The same thing will take me an hour… So I leave photoshop for the photo retouching… But simple copy and paste things? I’ll take back my asesprite… Made for pixel art… Copying pixels? That’s his thing

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Imagine full 4K, 1440p, and 1080p specific masks with no tiling artifacts or inconsistencies to be worried about? At the end of the day a real CRT would have had one whole seamless mask, right?

It’d still technically be able to be tiled if the mask was seamlessly perfect. (Just because something can be tiled doesn’t inherently mean it has a noticable seam, can you tell it’s tiled if you look, yeah.)

As the mask is uniform in size and shape for the triads and whatnot. The tricky part is doing something that looks convincing for this at different resolution.

The big issue is 1080p and slotmasks, it’s an issue of canvas size completely. Because even if you made a whole screen mask image it’d still have to follow a uniform tiling pattern. The issue is lack of resolution to do fine detail masks.

4k you can get away with alot more styles and qualities of masks.

8k we’ll be able to do some real nonsense.

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Yes, the mask can be made at a higher resolution. 12mp for exemple??

Making a mask at 8k or 10k to fit 1080p can be great too… Even if 4k and 8k have advantages, 720p (on lcd is good because multiple resolution)

1280/720p… 1280/ 256 = 5 you have the horizontal snes / 720/240= 3 you have the vertical. 720p on my tablet is good because the size of the screen 5 inch 720 p (that is thin and it is beautiful)

Do the math. 1080p ? /1440p/4k?

Mask 12MPixel

See a designer here from crt sony, you learn things.

There is also the way the gpu works and the display. Crt royale uses 64px64px then 512512px The current gpu keep this in texture, 512/1024/2048. Multiple of two…to make tiled background of mask aperture or slot mask… That’s why I said that in addition there is the drawing and math. How does kurozomi vs royal work? Kurozomi would be more for 4k why? I see the same pattern used, 6464 and then 512*512 ( kurozomi uses the same thing as crt royal) So I was saying yes, the math position vector etc… Placed a pixel in a triad? That’s math. So the designer knows… :grin:

And why use dirty rvb patterns? I don’t know. Why use bad quality patterns? I don’t know… Does the math correct this? I don’t think so… The more accurate and clean the pattern, the more efficient the math behind it. So I’m going to have fun this week redoing these “clean” assets Then I’ll share these resources with you, just overwriting 2 png images…

And I would need users like you to test, I am 4k oled wrvb, then crt 15khz 240p native… My 1080p plasma panasonic is unplugged. The 1440p and the rest I can not test etc…

What about math? It’s not my thing. . I don’t think I can improve the kurozomi code, I don’t know how he programmed his thing…:joy: Must see…watch…understand…etc… Others here are qualified for this.

that’s what’s wrong with me and crt joe what i circle in white and a thickness a shadow of the horizontal line… this is what i’m going to remove, this is not the real mask it’s the 64px 64px that’s bad the 512 does not have this, just a question? the royal designer does not use this trick to filter out a bad scanline placement i hope.

and I will do this

I corrected just the top left, and compare with the rest, I think that’s what crt joe wants right? because that’s what I think too and still not 100%. because even on the horizontal two effect of transparency that does not have the same opacity. a detail

the top left box is a black mask line, in 64px it’s just semi transparent

but the transparency of the angles must be kept just above the horizontal line the mask is not rectangle just a transparent pixel of the corner allows to change the thing in rounding. it is necessary to keep the shape of the phosphor not rectangle

I corrected the first column and I think it should be more correct

1 original / corrected too small to see the gif :smile: TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacingResizeTo64

just click on the original then on the left right keyboard and compare

and I even think that the transparency of the rounding should be on the left more than on the right. it would be even more precise cleaning the rvb’s where I’m going with this Do you see a difference?

and you see the rounding? top left hard rvb R and at the bottom left. so the right corner should be less transparent than the left one, that’s what I pointed out on the 64x64 pixel mask

this 512px mask doesn’t even have a perfect centering aligned on the grid… who to believe? this thing is weird… now it looks like it’s moving the rvb closer or farther away etc… whatever this thing is is wrong in the first place… 512x512 pixel on a grid needs to be adjusted… I have to test the thing now. I don’t know what it will do, but one thing is for sure if it works it will be more accurate, and better colors in our retro games, that’s all I know. :coeur_yeux: in short the result

then you can test just rename the 64x64 pixel mask with the original name… which is long…very long… TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacingResizeTo64

https://drive.google.com/file/d/14xIOH5ckP4x7xHkafGafyRQhYANM15Ce/view?usp=sharing

then you can test just rename the 512x512 pixel mask with the original name

TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacing

https://drive.google.com/file/d/1aTnTrdsApIOJt5tgrio0EXn1P3gNEQIC/view?usp=sharing

or overwrite the royal resources crt folder with the corrected one the 2 png slot mask the 64 and 512 corrected RetroArch1_9_7_x-64\shaders\shaders_slang\crt\shaders\ crt royal folder replace crush?? :laughing:

https://drive.google.com/file/d/15ARk4r2FonN3cgt5QI101aFEC-IbFkdu/view?usp=sharing

Scanlines on a 27” Trinitron.

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Yes, and that’s what I see in my house too. I see as much vertical as horizontal, I see the phosphorus triads, but no obvious scanline here.

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The “scanlines” are the horizontal black lines that run across the screen left between rows of lit, coloured phosphors.

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I told you that to capture the scanline I had to do what on my sony? I had to take the TV from the side, not from the front and that’s what I see here right? why is that? because otherwise you see the triad rvb mask and the scanline mixed