Please show off what crt shaders can do!

above your screenshots only says: CyberLab Genesis for Blargg but there’s no preset called like that.

1 Like

CyberLab Genesis for Blargg + Blargg NTSC Genesis Composite CyberLab Special Edition video filter

Those are actually abbreviated or friendly versions of the preset names. I thought it would be understood that I was referring to the following combination of:

CyberLab_Genesis_for_CyberLab_or_Core_Blargg_Composite_Filter.slangp slang shader preset

Used in conjunction with

Blargg_NTSC_Genesis_Composite_CyberLab_Special_Edition.filt video filter

There are no other preset names that actually match or are close to the shortened forms I used there so I was really hoping that it would be understood which presets I was referring to.

My apologies for the confusion. For clarity, these are the full, unabbreviated names of my main presets.

1 Like

yeah its better off understandable now. Really appreciate it.

I have a question about the " reflections - advanced " folder. Do the reflections have to do with the emulated TV reflections you get next to the TV on screen or does it have to do with something else ?

I actually love that effect, it’s really nice. I almost get 100% of GPU usage for it (GTX 1050 mini 2GB) but i think is a great feature for retro experience.

Aside from that, is there a chance you can combine or allow using one of the several other TV-screens from Soqueroeu-TV-Backgrounds_V2.0 package ?

some like these look so incredibly good:

3 Likes

I think I finally obtained the impossible, I think this is the cleanest I’ll get the guest shader with the RF rainbow look, check it out:

shaders = "17"
shader0 = "shaders_slang/crt/shaders/mame_hlsl/shaders/old/shaders/mame_hlsl/shaders/mame_ntsc.slang"
filter_linear0 = "true"
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/dithering/shaders/sgenpt-mix.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/grade/pre-shaders-afterglow-grade.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 = "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/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/dithering/shaders/jinc2-dedither.slang"
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 = "true"
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-ntsc.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"
ntscsignal = "1.000000"
avalue = "0.000000"
bvalue = "0.000000"
ccvalue = "3.582045"
scantime = "47.900070"
SGPT_BLEND_OPTION = "0.000000"
SGPT_BLEND_LEVEL = "0.000000"
g_crtgamut = "0.000000"
g_vignette = "0.000000"
g_cntrst = "0.400000"
ntsc_scale = "1.620001"
SHARPEN = "2.000000"
blendMode = "0.000000"
JINC_SHARP = "3.000000"
SIGMA_VB = "0.750000"
bloom = "-0.700000"
halation = "0.100000"
gamma_c = "1.360000"
brightboost = "1.300000"
brightboost1 = "1.250000"
gsl = "-1.000000"
h_sharp = "1.100001"
s_sharp = "1.500000"
ring = "0.100000"
warpX = "0.050000"
warpY = "0.070000"
csize = "0.080000"
bsize1 = "0.300000"
shadowMask = "10.000000"
maskstr = "1.000000"
slotmask = "1.000000"
slotmask1 = "1.000000"
slotwidth = "4.000000"
double_slot = "2.000000"
mclip = "0.350000"
gamma_out = "2.000000"
deconrry = "1.250000"
deconrby = "-1.250000"
decons = "1.200000"
addnoised = "-0.100000"
noiseresd = "1.000000"
noisetype = "1.000000"
post_br = "1.100000"
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"

Thank you I’m glad you like my presets, with these new settings you can expect a nice juicy shader update tomorrow. For genesis plus to get that low pass Model 1 audio sound I use Nuked (YM2612), mono, low-pass and low pass filter percent to 55. I also switch the interlaced option to double field. As for the noise I’d likely put it to -30 for that grungy static look which I like.

I hope you enjoy these settings until my next shader update

6 Likes

This looks great, why not freeze it and make a new grungy version preset?

2 Likes

Thank you and that’s a good idea, maybe I’ll include that as extras in my next pack or just make it the default look. I’ll see by tomorrow I guess

2 Likes

You’re welcome!

Yes the ones in the folder with “Advanced - Full Reflections” in its name have the real-time reflections enabled on the bezels.

There’s also the “Performance - No Reflections” folder which has all of the CRT effects except the real-time bezel reflections.

Yes, they can be combined and I’ve already done this and even made special presets for this purpose. I’ve included these in the “MBZ_3_Standard_Full_Reflections” folder.

You should take a read of the first post in my thread where I talk about all of the things I’ve included in my preset pack and how to install, use and get the most out of them. I even have videos showing these particular presets in action but I have a feeling you haven’t seen them yet.

The presets in the MBZ_3_Standard_Full_Reflections folder should also give you better performance than the ones in the MBZ_1_Advance_Full_Reflections folder and possibly even the ones in the MBZ_2_Performance-No_Reflections folder. So you should be able to get full reflections with better performance than you’re getting currently plus enjoy those awesome @soqueroeu TV backgrounds that you like!

You can use other Soqueroeu-TV Backgrounds by simply changing the reference line in any of the Soqueroeu-TV CyberLab Special Edition Presets to match the filename of the background you want to use.

You can even combine them with my custom Blargg Video Filter presets or the Core Provided ones, which is what I recommend in my first post if you also want to get great de-dithering.

1 Like

looks very good. Little reminder that with core options, Borders = full then Scantime = 51.80. Borders disabled then scantime = 47.70

The rainbow here seems to dissapear on static frames. Even though I set the core into one frame by hotkey, i still can’t see the rainbow through the shaders menu. Is there some way to do it ? This way I could tweak the rainbow intensity.

Edit:

I have made a little tweak to your last preset changing up:

ntsc_scale = “0.690000”

addnoised = “-0.300000”

This way reminds me very well those default NTSC-composite presets that are available for retroarch but now including the rainbow banding.

2 Likes

fixed. Thanks for catching that!

also added a low TVL NTSC preset.

5 Likes

I guess we can all retire and enjoy playing games now! When last has anyone here finished a game?

1 Like

Hey this mask setup is beautiful! I remember very well playing on TVs like this before trying out a Trinitron!!

I think now I’ll have two favorite presets to use, yours and my Trinitron attempt!!

3 Likes

I play all the time now haha

1 Like

Play… a game? I don’t understand.

2 Likes

I see what you did there with the settings, you’re going for a really retro look. I hope my preset finally gives you what you been looking for, a shader with that rainbow effect. I been trying to achieve that look for a while, never knew the answer was in that old mame folder. Now my 8/16 bit presets covers all bases: dithering/transparency effects and it’s clear as hell and looks good with any system you throw it at, I can’t wait to put out my shader update later. As for tweaking the rainbow first put the “Signal Offset” setting down to 0 then you’ll see the rainbow in the menu.

@Red-gehog thank you I’m glad you like it and that Slot Mask is the sexiest mask out of all masks to me, I’ll use it forever lol. Look forward to my new shader pack later today

3 Likes

I attempted to replicate a very old slot mask CRT I played NES on awhile ago. The slot mask was very large and prominent which I think is difficult to replicate. Having no scanlines does not look exactly right but adding them causes artifacts and banding. I’m cheating away the problems by using slow “rolling scaliness”.

Enjoy or be revolted by a RF connection mixed with an old TV. (For 4k TV’s.)

shaders = "17"
shader0 = "shaders_slang/crt/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/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"
AS = "0.400000"
CP = "-1.000000"
wp_saturation = "1.250000"
quality = "-1.000000"
cust_fringing = "1.200000"
cust_artifacting = "2.000000"
SHARPEN = "1.200000"
CONTR = "0.250000"
SIGMA_HB = "0.250000"
SIGMA_VB = "0.250000"
glow = "0.000000"
bloom = "0.200000"
halation = "0.100000"
brightboost = "0.600000"
brightboost1 = "1.300000"
gsl = "-1.000000"
vertmask = "-0.500000"
rolling_scan = "0.100000"
csize = "0.100000"
bsize1 = "0.999999"
sborder = "0.250000"
barspeed = "200.000000"
barintensity = "-0.020000"
shadowMask = "6.000000"
maskstr = "0.950000"
masksize = "2.000000"
maskDark = "0.900000"
slotmask = "0.950000"
slotmask1 = "0.950000"
slotwidth = "3.000000"
double_slot = "2.000000"
slotms = "2.000000"
mclip = "0.900000"
dctypex = "0.400000"
dctypey = "0.750000"
deconrr = "-7.000000"
deconrb = "7.000000"
deconrry = "5.000000"
deconrby = "-5.000000"
addnoised = "0.260000"
noisetype = "1.000000"
post_br = "1.250000"
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"
9 Likes

Love it! :star_struck:

What would you name this one if it perhaps appeared in the Mega Bezel? :wink:

3 Likes

“Old_n_Slotty_RF” or just “RF”

2 Likes

Great work @BendBombBoom! I can’t wait for this to be included in HSM Mega Bezel Reflection Shader!

I might take a look and see how it compares to some JVC D-Series pics to see how important the scanlines are and maybe play around to see if I can find a compromise that keeps the artifacts down.

I know you know your stuff but have you tried things like Scanline Gamma Offset or using the lightest scanlines and maybe Integer Scale Mode 1 or 2?

i looked up for the MBZ_1 folder 1080p optimized and CyberLab__Blending-And-Transparency__1080p__PVM-Edition__ADV preset. Wow i’m impressed by your work. The image feels so much more alive and bright. For a moment I thought that was playing Sonic Mania (2017) with how much more alive the pixels look like.

For some reason, this image doesn’t look as good as in RetroArch.

I looked into MBZ_3 folder but those presets are only optimized for 4K… I only have available one monitor at max 1600x900 resolution (900p) but I still couldn’t fix it completely through the options. Are there any plans to add up MBZ_2 optimized presets for 1080p or lower ? Really may have to take time in order to review and how to tweak those massive presets because they send me one place to another. It’s way too extensive compared to my little beginner level presets being done around.

I would like to check how can I change that simple TV screen on your presets and set the Sega_Genesis_Solid_A image from soqueroeu for now instead.

Really awesome work once again. I hope you can bring up any newer content around !

1 Like

I think we addressed this question a while ago.

I take it that you meant to say MBZ_3_Standard Full Reflections instead of MBZ_2 because there are 1080p_Optimized presets in the MBZ_2_Performance_No_Reflections folder.

I don’t have the resources to develop, fine tune and test presets which are optimized for every possible resolution but you should be able to use any preset on any resolution screen. I’ve found that my 1080p_Optimized presets look great even on a 1366 x 768 screen! I think it’s 1080p_Optimized I tried but it could also have easily been 4K_Optimized as it was a little while ago.

All you have to do is play around with the Mask Type, Size and Layout settings until you get something that looks good enough for you.

For presets like @Soqueroeu -TV Backgrounds, you might also have to mess with scaling settings and stuff to get things to fit or just use Integer Scale Mode 0 and have everything fit automatically but with the chance of more moire artifacts, which is something that you seemed to find desireable if I recall correctly.

In the near future it’s going to be a lot simpler to integrate CRT Shader focused presets with Bezel/Overlay/Background graphics focused presets though so stay tuned!

Are they really massive? They don’t call them Simple Presets for nothing! Lol.

You really don’t need to mess with the preset chains nor edit the preset files manually you know. It might be easier to just load which preset you want, then adjust which settings you want to from within the Shader Parameters Menu, then just save your final settings.

You can turn off Use Simple Presets before saving if you want the presets to be saved as Full Presets instead of nice, linked, simple preset chains.

Perhaps someone can correct me if I’m wrong about this.

When I made examples of my presets being integrated with @Soqueroeu -TV Backgrounds I loaded a Soqueroeu-TV Backgrounds preset and manually entered the Shader Parameters that I wanted and saved it as a new preset. I might have used existing values or I might have started from scratch but it’s not really difficult to record the values from one preset and manually enter them into a new preset.

The easiest way for you to do this might be to use the template I already made for 900p as a starting point and just change the filename in the reference line to match the Sega_Genesis_Solid_A preset that you would like to use.

@Soqueroeu -TV uses MBZ_3_STD base presets so not all of the features like MDAPT which is what is used in my Blending and Transparency preset will be available.

For my @Soqueroeu -TV Backgrounds presets, I recommend using my Custom Blargg NTSC Filter presets to perform de-dithering but you can probably figure out a way to integrate your special Rainbow Effect shader preset as well or instead.

This is due to the mask and scanlines settings. To view properly you need to view Fullscreen or zoom in until things look right.

Thanks, I appreciate the positive feedback!

1 Like