Please show off what crt shaders can do!

Playing around with some new ntsc presets and sightseeing rainbow waterfalls in metal slug!

:nerd_face: :rainbow:

Soon I will update my shader’s pack!

6 Likes

Too strong rainbow. :stuck_out_tongue:

I think cost_artifacting at 0.50 is the sweet spot. And Rainbow always in 1.0.

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yeah, but I was just toying around and found amusing this heavy rainbow in a “modern” arcade game! :laughing: :sweat_smile:

rainbow in 1.0, you mean scale right?

I’m using different values in different presets but I like that at .95 gives a kind of phase shifted effect! :innocent:

4 Likes

This is what happens if you make a hobby “writing shaders” for 2,5 years :stuck_out_tongue: This started as examining 10 lines of code in “scanline.glsl”, what they do lol

shaders = "9"
feedback_pass = "0"
shader0 = "shaders_glsl/stock.glsl"
filter_linear0 = "false"
wrap_mode0 = "clamp_to_border"
mipmap_input0 = "false"
alias0 = ""
float_framebuffer0 = "false"
srgb_framebuffer0 = "false"
scale_type_x0 = "absolute"
scale_x0 = "640"
scale_type_y0 = "source"
scale_y0 = "1.000000"
shader1 = "shaders_glsl/ntsc/shaders/ntsc-simple/ntsc-simple-1.glsl"
filter_linear1 = "false"
wrap_mode1 = "clamp_to_border"
mipmap_input1 = "false"
alias1 = ""
float_framebuffer1 = "false"
srgb_framebuffer1 = "false"
scale_type_x1 = "source"
scale_x1 = "1.000000"
scale_type_y1 = "source"
scale_y1 = "1.000000"
shader2 = "shaders_glsl/ntsc/shaders/ntsc-simple/ntsc-simple-2.glsl"
wrap_mode2 = "clamp_to_border"
mipmap_input2 = "false"
alias2 = ""
float_framebuffer2 = "false"
srgb_framebuffer2 = "false"
scale_type_x2 = "source"
scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
shader3 = "shaders_glsl/misc/shaders/simple_color_controls.glsl"
filter_linear3 = "false"
wrap_mode3 = "clamp_to_border"
mipmap_input3 = "false"
alias3 = ""
float_framebuffer3 = "false"
srgb_framebuffer3 = "false"
scale_type_x3 = "source"
scale_x3 = "1.000000"
scale_type_y3 = "source"
scale_y3 = "1.000000"
shader4 = "shaders_glsl/crt/shaders/crt-consumer/linearize.glsl"
filter_linear4 = "false"
wrap_mode4 = "clamp_to_border"
mipmap_input4 = "false"
alias4 = ""
float_framebuffer4 = "false"
srgb_framebuffer4 = "false"
scale_type_x4 = "source"
scale_x4 = "1.000000"
scale_type_y4 = "source"
scale_y4 = "1.000000"
shader5 = "shaders_glsl/crt/shaders/crt-consumer/glow_x.glsl"
filter_linear5 = "false"
wrap_mode5 = "clamp_to_border"
mipmap_input5 = "false"
alias5 = ""
float_framebuffer5 = "false"
srgb_framebuffer5 = "false"
scale_type_x5 = "source"
scale_x5 = "1.000000"
scale_type_y5 = "source"
scale_y5 = "1.000000"
shader6 = "shaders_glsl/crt/shaders/crt-consumer/glow_y.glsl"
filter_linear6 = "false"
wrap_mode6 = "clamp_to_border"
mipmap_input6 = "false"
alias6 = ""
float_framebuffer6 = "false"
srgb_framebuffer6 = "false"
scale_type_x6 = "source"
scale_x6 = "1.000000"
scale_type_y6 = "source"
scale_y6 = "1.000000"
shader7 = "shaders_glsl/crt/shaders/crt-consumer/resolve.glsl"
wrap_mode7 = "clamp_to_border"
mipmap_input7 = "false"
alias7 = ""
float_framebuffer7 = "false"
srgb_framebuffer7 = "false"
scale_type_x7 = "source"
scale_x7 = "1.000000"
scale_type_y7 = "source"
scale_y7 = "1.000000"
shader8 = "shaders_glsl/crt/shaders/crt-Cyclon.glsl"
filter_linear8 = "true"
wrap_mode8 = "clamp_to_border"
mipmap_input8 = "false"
alias8 = ""
float_framebuffer8 = "false"
srgb_framebuffer8 = "false"
CS = "3.000000"
TEMP = "8591.000000"
sc_gamma_in = "2.200000"
BRIGHTNESS = "1.070000"
zoomx = "0.010000"
zoomy = "0.010000"
centerx = "-0.300000"
centery = "-0.100000"
CONV_R = "0.900000"
CONV_G = "0.900000"
CONV_B = "0.900000"
textures = "bezel"
bezel = "shaders_glsl/crt/shaders/crt-consumer/bezel.png"
bezel_wrap_mode = "clamp_to_border"
bezel_mipmap = "false"
10 Likes

celeste64 with lottes in reshade

1 Like

I’m working on a new setting…

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This might seem more accurate to your CRT but modern TVs have settings for Dark or Bright environments and ambient light sensors and all so these things can be a bit more dynamic nowadays. So you can have separate presets for different conditions.

One for playing in the day or at night with bright lights and another for playing late at night with the lights off.

2 Likes

Hard to say. I liked both. But each person’s display can bring a different result. But I think I would choose the darkest one to play on modern screens.

1 Like

Off the bat, looking through my phone with brightness at more than 50%, the second one looks a bit too dark. I suspect the sweetspot might be somewhere in the middle. Probably 1 or 2 notches darker than the bright one or 2 or 3 notches brighter than the dark one.

2 Likes

Very good, don’t lose too much sleep over it. Unless it’s your job/profession of course.

Remember Rome wasn’t built in a day. Or at least that’s what we’ve been told.

On another note.

Pushing saturation makes games look more CRT’ish to me but these look slightly oversaturated.

You might want to back off then reapply. As you back off you might see much more dark details being revealed, for example more creases in Ken’s Gi.

2 Likes

I raised saturation a bit and at least was less darker. And I like the way it looks like a CRT, but if I lower saturatiin down, i gets darker, so how can I compensate that then?:thinking: I can make another setting less saturated too, in a near future.

1 Like

You can have both, just try to balance it a bit. Increasing Saturation can have a similar effect of darkening colours like when Gamma is darkened. So both have a role to play in achieving richness and vibrance of colours.

Gamma might be a bit more tricky to get absolutely right because it can look better in many instances even if it makes some games look too dark.

However once you get Gamma dialed in, you can try to refine your Saturation adjustments. So I wasn’t suggesting that you go overboard and lose the special vibrance that higher Saturation levels can induce, just suggesting that you take a second look after adjusting Gamma because they both affect similar things but in slightly different ways and because the orange in the power bars as well as Ken’s Gi seemed to be a little too outstanding and detail can be lost due to clipping.

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@RetroGames4K I can immediately see the difference in these screenshots! Great job!

E. Honda looks leaner and the power bars look a bit more red vs how orange they looked before.

I also like the extra detail visible in King of Fighters '98!

4 Likes

Thank you, I realised later that it was off, so I decided to wait longer before posting anything yet. That happens when I try to rush, and my eyes haven’t had a rest, so I see the mistakes after a rest :sweat_smile:

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Some recent screenshots from my Sony Megatron Colour Video Monitor Preset Pack.

Best viewed on a 4K Display HDR600 or better display.

For LG OLED TV users, the “HDR Game” Picture Mode should give best results.

CyberLab Megatron Death To Pixels 4K HDR Shader Preset Pack Screenshots - 02-2024

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Welcome to the dark side :slight_smile:

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It looks very nice but maybe a little too much glow/halation?

1 Like