Please show off what crt shaders can do!

4 Likes

I love the spectrum, I still own a ZX Spectrum 128K +2. :grin:

2 Likes

Here it is koko-aio sharingan edition,
Monitor-kakashi.slangp :slight_smile:

image

Name is a Joke, because this preset is the result of a lot of thinkering with koko-aio parameters to copy make it looks like the custom CRT-Royale preset by Hyllian, (with a bit of tall slotmask added); With the help of his always valuable advices, here it is:

9 Likes

Can’t seem to find it in the repo.

koko-aio-slang/presets-ng/safe-to-use/Monitor-Kakashi.slangp (pushed one minute ago)

1 Like

Hello everyone!!!

3 Likes

I’m making some experiments with MASKS ONLY, without bloom, halation, etc.

5 Likes

I’ve improved the royale presets I was using for 1080p. Now I use two presets:

  1. “crt-royale-1080p.slangp” - is a modified version as sharp as the original royale. Recommended if you play at a distance of more than one meter away from the screen.

  1. “crt-royale-1080p-soft.slangp” - is a modified version softer than the original royale. Recommended if you play at a distance of less than one meter away from the screen.

crt-royale-1080p presets

Or if you wanna copy:

crt-royale-1080p

#reference "shaders_slang/crt/crt-royale.slangp"
crt_gamma = "2.400000"
convergence_offset_y_r = "0.350000"
mask_type = "0.000000"
interlace_detect_toggle = "0.000000"

crt-royale-1080p-soft

shaders = "14"
shader0 = "shaders_slang/cubic/shaders/spline36-x.slang"
filter_linear0 = "false"
wrap_mode0 = "clamp_to_border"
mipmap_input0 = "false"
alias0 = ""
float_framebuffer0 = "true"
srgb_framebuffer0 = "false"
scale_type_x0 = "source"
scale_x0 = "4.000000"
scale_type_y0 = "source"
scale_y0 = "1.000000"
shader1 = "shaders_slang/cubic/shaders/b-spline-x.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 = "0.500000"
scale_type_y1 = "source"
scale_y1 = "1.000000"
shader2 = "shaders_slang/crt/shaders/crt-royale/src/crt-royale-first-pass-linearize-crt-gamma-bob-fields.slang"
filter_linear2 = "false"
wrap_mode2 = "clamp_to_border"
mipmap_input2 = "false"
alias2 = "ORIG_LINEARIZED"
float_framebuffer2 = "false"
srgb_framebuffer2 = "true"
scale_type_x2 = "source"
scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
shader3 = "shaders_slang/crt/shaders/crt-royale/src/crt-royale-scanlines-vertical-interlacing.slang"
filter_linear3 = "true"
wrap_mode3 = "clamp_to_border"
mipmap_input3 = "false"
alias3 = "VERTICAL_SCANLINES"
float_framebuffer3 = "false"
srgb_framebuffer3 = "true"
scale_type_x3 = "source"
scale_x3 = "1.000000"
scale_type_y3 = "viewport"
scale_y3 = "1.000000"
shader4 = "shaders_slang/crt/shaders/crt-royale/src/crt-royale-bloom-approx.slang"
filter_linear4 = "true"
wrap_mode4 = "clamp_to_border"
mipmap_input4 = "false"
alias4 = "BLOOM_APPROX"
float_framebuffer4 = "false"
srgb_framebuffer4 = "true"
scale_type_x4 = "absolute"
scale_x4 = "320"
scale_type_y4 = "absolute"
scale_y4 = "240"
shader5 = "shaders_slang/blurs/shaders/royale/blur9fast-vertical.slang"
filter_linear5 = "true"
wrap_mode5 = "clamp_to_border"
mipmap_input5 = "false"
alias5 = ""
float_framebuffer5 = "false"
srgb_framebuffer5 = "true"
scale_type_x5 = "source"
scale_x5 = "1.000000"
scale_type_y5 = "source"
scale_y5 = "1.000000"
shader6 = "shaders_slang/blurs/shaders/royale/blur9fast-horizontal.slang"
filter_linear6 = "true"
wrap_mode6 = "clamp_to_border"
mipmap_input6 = "false"
alias6 = "HALATION_BLUR"
float_framebuffer6 = "false"
srgb_framebuffer6 = "true"
scale_type_x6 = "source"
scale_x6 = "1.000000"
scale_type_y6 = "source"
scale_y6 = "1.000000"
shader7 = "shaders_slang/crt/shaders/crt-royale/src/crt-royale-mask-resize-vertical.slang"
filter_linear7 = "true"
wrap_mode7 = "clamp_to_border"
mipmap_input7 = "false"
alias7 = ""
float_framebuffer7 = "false"
srgb_framebuffer7 = "false"
scale_type_x7 = "absolute"
scale_x7 = "64"
scale_type_y7 = "viewport"
scale_y7 = "0.062500"
shader8 = "shaders_slang/crt/shaders/crt-royale/src/crt-royale-mask-resize-horizontal.slang"
filter_linear8 = "false"
wrap_mode8 = "clamp_to_border"
mipmap_input8 = "false"
alias8 = "MASK_RESIZE"
float_framebuffer8 = "false"
srgb_framebuffer8 = "false"
scale_type_x8 = "viewport"
scale_x8 = "0.062500"
scale_type_y8 = "source"
scale_y8 = "1.000000"
shader9 = "shaders_slang/crt/shaders/crt-royale/src/crt-royale-scanlines-horizontal-apply-mask.slang"
filter_linear9 = "true"
wrap_mode9 = "clamp_to_border"
mipmap_input9 = "false"
alias9 = "MASKED_SCANLINES"
float_framebuffer9 = "false"
srgb_framebuffer9 = "true"
scale_type_x9 = "viewport"
scale_x9 = "1.000000"
scale_type_y9 = "viewport"
scale_y9 = "1.000000"
shader10 = "shaders_slang/crt/shaders/crt-royale/src/crt-royale-brightpass.slang"
filter_linear10 = "true"
wrap_mode10 = "clamp_to_border"
mipmap_input10 = "false"
alias10 = "BRIGHTPASS"
float_framebuffer10 = "false"
srgb_framebuffer10 = "true"
scale_type_x10 = "viewport"
scale_x10 = "1.000000"
scale_type_y10 = "viewport"
scale_y10 = "1.000000"
shader11 = "shaders_slang/crt/shaders/crt-royale/src/crt-royale-bloom-vertical.slang"
filter_linear11 = "true"
wrap_mode11 = "clamp_to_border"
mipmap_input11 = "false"
alias11 = ""
float_framebuffer11 = "false"
srgb_framebuffer11 = "true"
scale_type_x11 = "source"
scale_x11 = "1.000000"
scale_type_y11 = "source"
scale_y11 = "1.000000"
shader12 = "shaders_slang/crt/shaders/crt-royale/src/crt-royale-bloom-horizontal-reconstitute.slang"
filter_linear12 = "true"
wrap_mode12 = "clamp_to_border"
mipmap_input12 = "false"
alias12 = ""
float_framebuffer12 = "false"
srgb_framebuffer12 = "true"
scale_type_x12 = "source"
scale_x12 = "1.000000"
scale_type_y12 = "source"
scale_y12 = "1.000000"
shader13 = "shaders_slang/crt/shaders/crt-royale/src/crt-royale-geometry-aa-last-pass.slang"
filter_linear13 = "true"
wrap_mode13 = "clamp_to_border"
mipmap_input13 = "true"
alias13 = ""
float_framebuffer13 = "false"
srgb_framebuffer13 = "false"
scale_type_x13 = "viewport"
scale_x13 = "1.000000"
scale_type_y13 = "viewport"
scale_y13 = "1.000000"
crt_gamma = "2.400000"
convergence_offset_y_r = "0.350000"
mask_type = "0.000000"
interlace_detect_toggle = "0.000000"
textures = "mask_grille_texture_small;mask_grille_texture_large;mask_slot_texture_small;mask_slot_texture_large;mask_shadow_texture_small;mask_shadow_texture_large"
mask_grille_texture_small = "shaders_slang/crt/shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5SpacingResizeTo64.png"
mask_grille_texture_small_wrap_mode = "clamp_to_border"
mask_grille_texture_small_mipmap = "false"
mask_grille_texture_large = "shaders_slang/crt/shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5Spacing.png"
mask_grille_texture_large_wrap_mode = "clamp_to_border"
mask_grille_texture_large_mipmap = "false"
mask_slot_texture_small = "shaders_slang/crt/shaders/crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacingResizeTo64.png"
mask_slot_texture_small_wrap_mode = "clamp_to_border"
mask_slot_texture_small_mipmap = "false"
mask_slot_texture_large = "shaders_slang/crt/shaders/crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacing.png"
mask_slot_texture_large_wrap_mode = "clamp_to_border"
mask_slot_texture_large_mipmap = "false"
mask_shadow_texture_small = "shaders_slang/crt/shaders/crt-royale/TileableLinearShadowMaskEDPResizeTo64.png"
mask_shadow_texture_small_wrap_mode = "clamp_to_border"
mask_shadow_texture_small_mipmap = "false"
mask_shadow_texture_large = "shaders_slang/crt/shaders/crt-royale/TileableLinearShadowMaskEDP.png"
mask_shadow_texture_large_wrap_mode = "clamp_to_border"
mask_shadow_texture_large_mipmap = "false"
13 Likes

That’s looking really sexy right there. I’m seeing a lot of updates and tweaks left and right around here, guess everyone is in a tweaking mood lol. Good stuff

2 Likes

These are very important consideration here. Good to see someone finally making viewing distance recommendations!

3 Likes

I’ve been spending some free time learning about parameters and their functions. Although I’m still “day one” in terms of skill and understanding I did manage to adjust the setting of Guest’s Advanced NTSC shader to make Resident Evil 3 look like I remember.

Some shaders unfortunately weren’t able to capture the look of Resident Evil 3 that I remember and the opening text is especially hard to look at sometimes.

Thanks to the work everyone has done here it inspired me to try adjusting parameters on my own and to learn how to these things work. I still don’t think it’s anywhere near as good as what I’ve seen others do here so if there’s anything that you think I should adjust from this screenshot to improve it I would love to hear your opinions and I’ll make the necessary changes.

7 Likes

You reminded me, more than a year ago, I made a gameplay of this game, I regret not saving this preset. I think is the Guest Advanced shader. I know that masks doesn’t look realistic, but overall image looks really good, and I love the way it looks. Shame I don’t have this setting. :disappointed_relieved:

3 Likes

I do remember this video. In fact I’m pretty sure we communicated in the comments although I was under a different username. It looked absolutely amazing when I watched it. I’ve been trying to use the opening title text and in-game text (as Jill narrates) to tweak the settings. I know a lot of members here use certain games like Street Fighter II as their go-to when making their settings and I do the same with Resident Evil 3. If RE3 looks good to my eyes then I save it as my core settings.

3 Likes

This is really good. No color bleeding, smooth text and no jagged edges. Mine isn’t there quite yet and it’s inspired me to keep working on it. I’m going to spend more time on it later today and this video is an excellent reference.

5 Likes

Don’t worry, once you start working on it, it will get better. If you check on my thread, my first snapshots look a bit off and blurry. Now they look more clean. But I’m always learning :sweat_smile:

4 Likes

Some more experiments with MASKS ONLY…:sweat_smile:

It would be nice to take clipping off, using Masks only :sweat_smile:

4 Likes

Right click open link in new tab and click on image to full screen.

5 Likes

Monkey Island EGA

7 Likes

6 Likes

KOF98UM on PCSX2 with CRT-Guest-NTSC ReShade!

11 Likes