Looks very nice, reminding me of some monitors.
I was looking at the thread “Calling all CRT owners” with real CRT photos and i noticed most shaders, also mine, have flat scanlines with minimal dynamics not accurate to a real good monitor like the 1084S, more like a low end 14" crt.
Running gba on 1080p gives around 7x of original resolution, that’s ~50 pixels per 1 gba pixel. Plenty of room for some stunning scanline dynamics, similar to running 240p on 4K. That’s a custom glsl shader (gles 2.0) again, not existing on repositories.
I run the Game Boy series with a very thick border so the pixel size is the same as it would be for 240p consoles. It may sound like a lot of wasted space, but I find that it feels less ‘zoomed in’, like the games were meant to be played with a smaller viewable area.
Kawase blur glow and a similar approach to previous, 90 fps max on an old sd650 phone i have, 100 gflops gpu.
Yes, I also don’t like to cut PAL borders etc. too much for this reason. Caveat here is that the actual used display size matters, sometimes I see shader demonstrations where I suspect it was done with handheld-sized display (e.g. most of the time a phone) in mind, that makes ofc. a difference. Although personally I also don’t tend to use the maximum available scale factors on these.





