Please show off what crt shaders can do!

Well the shader looks good on the monitors I use, 1920x1080 and 2560x1440.

Nice, that’s good information to know for people with different resolutions. I’m gaming on a 4k tv but it seems like I would’ve gotten the same results on any tv

Can you provide some screenshots on how they actually look?

Some screenshots of different games. :video_game:

  1. https://pasteboard.co/IAsLKsO.png
  2. https://pasteboard.co/IAsNeNi.png
  3. https://pasteboard.co/IAsPLKq.png
  4. https://pasteboard.co/IAsR8A3.png
  5. https://pasteboard.co/IAsMCBN.png
  6. https://pasteboard.co/IAsLiyH.png
  7. https://pasteboard.co/IAsQSAD.png
  8. https://pasteboard.co/IAsKYpU.png
  9. https://pasteboard.co/IAsO0tm.png
  10. https://pasteboard.co/IAsPkri.png
  11. https://pasteboard.co/IAsRNyb.png
  12. https://pasteboard.co/IAsSEVt.png
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@ProfessorBraun What shader is that?

Hey,this is Crt-Royale.

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Sorry, I sounded rude…

I was just curious, lol.

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Don’t worry, you weren’t rude, I’m also a curious guy :partying_face:

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Extraordinary! Setting for those?

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Download link : https://gofile.io/?c=rluFfh (copy paste everything in your retroarch shader directory,user-settings.h included)

I included a second preset in this folder, huge mask size with curvature and smooth rendering. Note that with geometry mode = 0.0 mask will be sharper and phosphors more apparent for better rendering but without curvature in return. Please use it as far as possible from your screen or at least the correct distance for illusion effect to work.

  1. https://ibb.co/qB7MK4N
  2. https://ibb.co/LkMQSV4
  3. https://ibb.co/1n7xgDN
  4. https://ibb.co/vxxZYZs
  5. https://ibb.co/S3Nzd1h
  6. https://ibb.co/HnH3Rmd
  7. https://ibb.co/5RqHfZj
  8. https://ibb.co/b1GWtR0

Browser screenshots may appear inaccurate depending on your resolution or dpi zoom larger than 100%.

Have fun! :desktop_computer::video_game:

3 Likes

Wow, really like your easymode halation settings. It’s definitely clean but without ruining the nostalgic look you’re going for.

By the way, what’s the pinball game you posted? Big fan of video game pinball and the pixel art in this one really shows off the shader!

Glad you like it. I started out trying to get that professional monitor rgb shader look from the analog shaders 3 pack but then the shader took a form of its own that I ended up liking more than the shader I was trying to recreate, I’m not sure if I can make it look any better than it currently is but I’ll probably try to tweak it again in the future. The name of the game is Kyuutenkai Fantastic Pinball available for both Playstation and Saturn (I’m a Saturn junky so I used that version). Another favorite of mine is Devil Crash for PC Engine along with it’s Megadrive port Devil Crash MD. Also if you’re into pc gaming also check out is Demon’s Tilt on Steam which seems to be a spiritual sequel to Devil Crash.

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I still don’t see anything that looks better than CRT-Aperture, IMO. Royale-Kurozumi is also very nice, but I haven’t played around with it much.

A lot of the mask effects seen in shaders don’t properly account for the LCD subpixel structure, so you wind up with some weird looking phosphors. People forget that the LCD itself has it’s own “mask” and you’re slapping a mask on top of that.

With CRT-Aperture I like to make the following changes:

  1. sharpness_edges and sharpness_image set to 1.00
  2. scanline_shape set to 1.00
  3. mask_strength set to 0.50
  4. brightness set to 1.00
  5. gamma input set to 2.4
  6. gamma output set to 2.2

Increase LCD backlight as desired.

Ideally, mask strength would be 100% but anything higher than 50% results in weird-looking inversion artifacts with TN panels.

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Wow, this looks so good that you could probably pass this off as an actual shot of a BVM. (“Which of these two images is a real BVM, and which is a shader”) Nice!

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Interesting video to see. A black and white screen that uses liquid crystal color shutter. (Little off topic) :eyeglasses:

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I’ve experimented with bezel reflection, and hacked on top of an example that Hunterk made on top of the crt Guest-Venom shader.

It looks like this:

The way it currently works is the reflection is added in the Guest-Venom shader, then the overlay is added overtop like a normal overlay. The reflection shows up because the bezel frame area is transparent and the corner highlights are semi transparent white. The shape/size of the bezel in the overlay needs to match the screen distortion to look right. The reflection shader adds a black border around the screen/tube area then the reflection disperses as it moves out. One other issue with the shader at the moment which needs to be fixed is that the existing guest Glow passes are used for the reflection (which I’ve set to be quite blurry), where really it should use its own Glow passes

Ideally it would be great to have the reflection be a separate shader on top of whatever the crt shader is. One of the snags is that the management of the integer scale multiple & distortion need to match between the crt shader and the reflection shader. It would also be great to have the bezel corner highlights be generated by the reflection shader instead of being part of the overlay, but this might not be worth it to try to do in the shader.

It’s still a work in progress, but if you’re interested I can post it.

9 Likes

Looks awesome! I’d love to see in motion.

This seems cool!

I’d be interested in seeing it.

That’s very clever and looks as real as it can get. Would love to test is as well, or see it in motion. Great work!

Here’s the shader, presets & overlays, the slang_shaders folder structure is in the zip

Some notes about using this,

To have proper integer scaling and also space for the bezel at top and bottom of the screen the integer scale is applied inside the shader. As a side note I actually really like this method of controlling aspect ratio, & integer scaling.

You need to set the video options to have integer scaling OFF, and aspect ratio to 16x9 or whatever your monitor is so the shader won’t get cut off.

The overlays were made for a 4K screen, so the integer scaling multiple is based on this. This means if you run a different resolution the overlay won’t fit right.

In the future it would be ideal to have an option to use a resolution independent mode which would use non-integer scale and have an overlay to match.

There are 2 sets of preset and overlay, one for horizontal and one for vertical. These match the common arcade resolutions for horizontal games (224px vertical) and vertical games (256px vertical)

You can use the shader with no overlay without a problem, here’s an image of that

8 Likes