Probably worth distinguishing between a 3d adaptive comb filter (best case composite, e.g., Sony Wega Trinitron) and a 2D comb filter. From my studies, for retro gaming it’s:
3d adaptive comb filter > 3d comb filter > notch filter > 2d comb filter > nothing
Early computer monitors seem to be good candidates, e.g. Commodore 1701 and the Apple II composite displays, although it’s probably troublesome to find something like NES games running on the latter. The Apple II’s output itself seems to be a bit particular. But apparently, it can make differences with filters pretty obvious. (I may have linked that before…but anyway, when scrolling down to “Filtering and Artifact color” there are some pictures, a 3d adaptive filter is supposed to be devastating in this context…and not because it’s turns the picture upside down, that’s addressed in the comments ).
Came up with this after talking to @PlainOldPants for a bit.
NTSC Colors + GTUv50 + guest-advanced-ntsc
-GTUv50 for more accurate YIQ-based Chroma bleed effect
-NTSC color for NTSC color correction (I think that’s what it does?)
-adjusted color temp to -100 (I guess this is 9300k?)
-lowered contrast for aged phosphor “vintage” look
I’m sure there’s some improvement to be made to the settings, particularly fringing/artifacting, but looking at the videos posted here, I think it’s pretty close!
edit: made a few changes so the photos are no longer an exact match, but still close enough. Improved sharpness, artifacting and fringing. A more chroma smeared image will naturally reduce the appearance of dot crawl and fringing, etc - something to keep in mind when adding chroma smear/bleed. Notch filters had the more pronounced chroma smear, while comb filters reduced the chroma smear and made other artifacts like dot crawl and fringing more apparent. This is probably closer to a notch filter.
-NTSC color for NTSC color correction (I think that’s what it does?)
That’s a good opportunity then to clarify what it does vs. what other options do like Blargg filters and the shaders by @Guest and others (how does the NTSC LUT compare?)
Also, does it make a difference for content (hardware) that uses non-RGB palettes (NES, Atari 8-bit consoles and computers, C64 etc…) versus RGB generated? I wonder if there are scenarios where you are correcting essentially twice.
Still trying to prepend various stuff like NTSC-adaptative and scaleFX for NewPixie. I use 1080p, seems the rolling scanlines are set to fit that resolution. Is there a way to adapt the shader to QHD or 4K in the parameters? There’s no Y-resolution parameter, so when trying on those resolutions, the scanlines are a bit too thin for my taste.
Having a blast from the past right now with Isolated Warrior, my favourite game on the NES… Look at this guy, old friend of mine…
Good point, yes, I think you’re double correcting with those consoles when you select an NTSC palette- the palette should already be “corrected,” right? Any palette based on the final displayed image on a CRT doesn’t need to be corrected again…
Turbografx 16 is interesting, it did its own internal correction with a LUT to convert RGB to composite video colors before sending the signal to the TV, so the colors stay fairly consistent when switching from RGB and composite.
Threw together this quick comparison in guest-advanced-ntsc (can only be viewed correctly on an HDR1000 monitor; please forgive the darkness otherwise)
This week’s tweak got me playing some GameBoy Color titles. I’m a sucker for the retroachievement event and this month’s Zelda Oracle of Season is prescribed, so I’ll play that, to praise and please goddess Cheevos.
The shader chain comprise a LCD time response motion blur for transparency sprites based on blinking (I found it looked better to me than the built in motion blur in some cores when using the next shaders on top), JINC2 and ScaleFX for upscaling, GBC color correction and then CRT-Guest-Advanced-NTSC. Thanks you guys so much for all that. Here are some pics in 1080p and a download link if you want to test that, you can set CRT mask size and zoom parameters to your liking and resolution within the shader params ofc.