Please show off what crt shaders can do!

Why don’t you try Mask 6, which is 3 pixels wide in an RGB Subpixel pattern?

The Mask size would have to be 1.

The Slot Mask Width would match the number of Subpixels across the mask is so 3 or Auto.

Then set a height suitable for 1080p. I’m not sure off hand since I last did this a very long time ago.

After that, adjust your GSL Scanlines type and scaling settimgs to what you would looks right and you’re good to go.

Don’t touch Mask Zoom.

For testing on a 4K screen, disable scaling in your GPU driver and set your desktop resolution to 1080p.

That should turn your 4K display into a smaller 1080p subpixel accurate display temporarily.

Unlike what @Jamirus said above. I adore ~360 TVL masks of any kind. You just have to know how close or how far to sit from the screen but at 1080p, “beggars can’t be choosers.”

(And I can say that without putting down any 1080p screen users out there because I have a few 1080p displays which I love and have tried to make the most of.)

Aperture Grille doesn’t really lose much at 1080p though.

For 1440p you can use Mask 10, width 5, set height to suit. I’m bound to have some examples of that 1080p Slot Mask in action. Will update as soon as I can find it.

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Just to clarify, I didn’t mean to say that masks resulting in 360 TVL are bad, I just meant to say that 3pix masks like 6 already provide you that on 1080p, and you end up making the mask rougher if you use the zoom option, with a zoom of 3 to an absurd degree. Again, phones tend to complicate things here a bit, not only because of their small screens, they also tend to offer a lot of brightness that you don’t necessarly have on older computer (sdr) screens.

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Speaking of 1080p and slotmasks, I updated my overmask aperturegrille and slotmask presets in the main repo. If you look at the shots, (in the darker one is more evident), you can see that the slotmask is nowhere accurate, but still from a normal view distance it gives similar vibe-
You’ve to be a bit creative when dealing with curvature,slotmasks and scanline gaps at 1080p :slight_smile:

Monitor-Screen_Hmask-Core_SlotMask-Overmask.slangp

The following are without overmask (staggering is due to moire mitigation needed by overmasking)

Monitor-Screen_Hmask-Aperturegrille-Overmask.slangp

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Soon as I see the word moire it’s enough to send shivers down my spine lol. The best things I’ve found to fight against it especially when using masks at 100 percent with the guest shader is deconvergence (especially that green one), tweaking the scanline gamma setting and the contrast setting in the negative values within the grade shader. It doesn’t eliminate it completely but it has helped to reduce it by more than I could ask for.

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“MAME” preset in folder presets/crt-cyclon (GLSL)

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This is Monitor-New_aperturegrille_gm.slangp with FXAA and unsharp mask (glow sharpness to -1)

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Do you guys think that psp games look good like this?

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Higher gamma out by about 0.2 maybe?

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Just showing off what CRT Shaders can do in 2023.

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Hi can you tell me your settings please

I was using the ppsspp standalone emulator on android because vulkan won’t work anymore for me in retroarch.

I was using

-ssaa gauss

-bloom(half the values)

-dot psp color(mobile)

-simple sharpen (sharpen to your liking)

rendering resolution 1

These custom shaders where all found in a ppsspp forum thread. There is also a 2xres crt shader which looks nice(for 2x rendering)

At 1x rendering resolution, CRT shaders should just work normal, in this case you’re combining a LCD shader with effects like bloom, which I personally don’t really like. It doesn’t look bad to me for the 3D graphics, but the 2D elements (e.g. blurred fonts) are something of a sensitive subject for me. Ofc this depends on your own display and the look you’re striving for. Higher rendering resolution complicates things for both CRT and LCD shaders though, especially when it’s not possible to scale a lot (e.g. rendering res x2 scaled x2 to 1920x1088)

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Yeah you are right the 2d elements would look better if they are sharper. I just wanted to see if I can get away all the jaggies with 1x rendering :sweat_smile: sadly there aren’t as many options in the standalone ppsspp emulator like with retroarch. Lcd3x didn’t play nicely with ssaa and zfast lcd looked even softer.

It looks sharper on the screen itself than in the screenhots though

This is with really strong lcd3x settings but it needs such a bright display to look good. Compression makes the screenshots worse

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That definitely looks very dark with the laptop I’m currently viewing it, but I’m guessing you are using a phone or tablet where you can pump up brightness a lot.

I’m doing my best on 1080p, I really copied colors, brightness and gamma from my CRT monitor. I don’t know if it looks good…

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Hello it’s really good can you do a test but just a little less dark to compare

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I’m a 1080p user, on my monitor it looks a little too dark and also very warm, maybe there is an orange tint? here a comparison with 2 of my presets:

in the middle is guest adv and on the right guest’s ntsc

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Could anyone recommend a shader/filter combo that makes Super Castlevania IV (SNES) nice and smooth?

Thanks!

If you like aperture grille, maybe these?

Summary

crt-royale-1080p-soft:

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