This looks really good. What gamma are you using for CRT gamma in and out, and also scanline and mask gamma? Gamma Looks different from my Sanyo CRT but also looks really good and I like it.
Thanks.
For these, so far I’ve stuck with the default.
I’m not sure off-hand but these are all available in the pack so you can load it up and see.
Ok thanks. I’ll check it out.
These were rendered using the shader I currently have in development: https://github.com/anikom15/scanline-classic. The shader does scanlines, color correction (including simulation of monochrome monitors), geometric distortion, and beam focus. More features are planned to be added soon. The primary design goal of this shader is to retain the aesthetic qualities of the original signal. That is, it’s important that the aspect ratio and gamma of the signal is preserved (many CRT shaders mess up the latter) and able to be displayed properly.
F-ZERO
Donkey Kong Country 2 (more distortion and less focus)
Super Mario World (amber monochrome monitor)
Based on my observations, when all else was equal except Mask settings, my new CyberLab Shadow Mask Neo GX presets were brighter than my CyberLab CyberTron Neo GX presets and my CyberLab CyberTron Neo GX presets were brighter than my CyberLab Slot Mask Neo GX presets.
I immediately sought to rectify this and initially revisited my NES Neo GX presets individually.
For my next attempt at brightness normalization, I took a couple different approaches. I was satisfied with my CyberLab Arcade Shadow Mask Neo GX preset so using that as my control/reference point, I set out to normalize my CyberLab Arcade CyberTron and Slot Mask Neo GX presets.
The results are as follows:
Slot A
CyberTron A
Dot (Control)
Slot B
CyberTron B
Dot (Control)
CyberTron A
CyberTron B
Slot A
Slot B
Interesting what you do with gamma in/out. Is there some info why you do that?
Here is my weird play CRT shader. It is a combination of BNES LUT Color Shader, self-made SGB 1-A Shader, and CRT-Royal.
Neo Geo Pocket (Monochrome)
Virtual Boy
WonderSwan (monochrome)
This is a Shader that imitates TV Swan. There are actually WonderSwan Color logos on the top left and bottom right, but the background graphics are unfinished.
I remember playing on some screens like this at the arcades. I wonder now if they pass the signal with some naked wires causing short circuits on the motherboard
Thinking about it, the gamma functions are actually wrong. It should be a simple 2.4 power law function for both linearization and correction. This is because if we think the RGB signal as being ‘gamma-corrected signal information’, then the intended linear information is that RGB data (really voltages) emitted by the CRT, which applies an approximate 2.4 power law gamma function. This means if we want to work on the colors in linear space, we should linearize them with a 2.4 power function. To get them back into their intended space, we should simply do the inverse. And we can assume that our display will be set to a reasonable gamma for its viewing environment, and this is the key. If we maintain linearity, we can allow the user to use any gamma correction she wants on her monitor.
Using gamma functions like those in Rec. 601 or sRGB is wrong because those are intended for content captured with cameras. For historical reasons, those devices have always produced a very slight gamma expansion and that’s why those weird gamma functions are specified. For computer-generated images, I can’t reason why they should be used.
For LCDs, it gets more complicated. But I’ll leave that to another discussion.
Tap on image then zoom in for best viewing. Desktop users, right click then Open in New Tab, then press F11 for FullScreen. Non 4K users, zoom in until it looks correct.
CyberLab_PSX_CyberTron_Neo-GX.slangp
very nice.
Thank you very much.
BTW what is the easiest way to use these presets with the ‘glass’ variant of Mega Bezel?
I don’t use the glass variant so it may not be so easy for me to answer but I think the Glass effect can be recreated using the other Mega Bezel base presets. If you knew how then that would be one way.
The other way would be to follow the reference chain back to the base preset used or convert the preset from a simple one to a flat preset then swap the base preset with the glass base preset that is the closest match to the base preset used.
So if the preset used contained XBR or NTSC, you’d look for the glass base preset that contained XBR or NTSC.
Hope that helps. The easiest might actually be to just change the reflection parameters to convert the standard bezel to the glass bezel if you knew the way.
Second method is also pretty simple once the equivalent glass base preset exists.
Weird memory jokes, as soon as I saw the picture, I smelled a familiar smell from decades ago in my nose.
I guess that shader is pretty accurate.
Yeah that lottes mask is awesome. It’s crt-consumer with hue, contrast etc jump here and there That analog feel is there
shaders = "1"
shader0 = "shaders_slang/crt/shaders/crt-consumer.slang"
filter_linear0 = "true"
wrap_mode0 = "clamp_to_border"
mipmap_input0 = "false"
alias0 = ""
float_framebuffer0 = "false"
srgb_framebuffer0 = "false"
scale_type_x0 = "viewport"
scale_x0 = "1.000000"
scale_type_y0 = "viewport"
scale_y0 = "1.000000"
blurx = "0.850000"
blury = "0.050000"
beamlow = "1.450000"
beamhigh = "1.200000"
preserve = "0.700000"
brightboost1 = "1.450000"
glow = "2.000000"
quality = "0.700000"
glow_str = "0.200000"
nois = "5.000000"
postbr = "1.040000"
Shadowmask = "1.000000"
GAMMA_OUT = "1.800000"
intensity = "0.200000"
sat = "0.800000"
contrast = "1.050000"
WP = "75.000000"
rb = "0.070000"
gb = "0.055000"
br = "0.155000"
vignette = "1.000000"
vpower = "0.120000"
vstr = "48.000000"