Presenting the old school analog TV pack...version 2!

The last time I saw something this beautiful, I put a ring on it. lol

It better be an expensive ring :stuck_out_tongue:

3,000$ lol my budget was only 500$, but she just loved that one so much… haha

Hi John, great work on your borders. Where do i adjust the shader’s perameters (warp and overscan) once it’s loaded? I’m using the fantastic shader pack from solid12345 here and think it’s the best I’ve seen…Been trying to use your JVC TV borders and my screen isn’t quite fitting it at 1080. With integer ON it’s a hair too small for your TV, and with it OFF it’s too big. On a side note, do you have any retro TV borders with a slight amount of screen reflection? I find your original ones look awesome but have a bit too much reflection for me. Thanks!

solid12345, Greetings! First of all I’d like to thank you for your hard work. I’m a big fan of it. [U]Most of all I LOVE the S-VIDEO shader. It is almost perfect. BUT it is way too dark. Especially SNES Megatens are dark as hell. I’m a complete noob in shader tweaking and I want to ask for a help. Please someone point me what line in which file I have to edit to make this beautiful shader not so dark.

P.S. As alternative I use Vintage LCD shader. It has good brightness\gamma, but does not have curvature and has some purple hue. I would be happy if you could tell me hot to make S-Video as bright as Vintage LCD.

[/U]Found! Threaded Video ON causes “No shader parameters” that is why I havent seen any parameters to tweak. Thats all. Good luck!

Seems perfect… just the pack that I´m been searching…

On page 2 of this forum, there’s another thread for a version 3 pre-release! It’s got more great stuff of his. It’s just been over a month since anyone said something in there. lol try him out and tell him we want the full one :stuck_out_tongue: HIs stuff is awesome.

This set is ABSOLUTELY FANTASTIC. solid12345 nailed the look of analog TVs, i convinced that this shader presets must be in Retroarch by default.

I still cant believe how this was achieved, such a great job.

I’ve made a few minor tweaks and adjustements for Vintage TV shader for my taste, this look much better in motion but my PC unfortunately not suitable for capturing video.

As you may see this works like a charm in 3D games, especially in 3D games with 2D backgrounds, shader blends 3D and 2D so so well. Performance wise - i did not see any difference with shader being ON/OFF. Top notch.

2x opengl.

Just look how well and organically models blends with 2D, like there is no real-time 3D at all on screen:

This set needs so much more attention.

Thank you solid12345 for your outstanding work!

I have a one question for you guys, is there a way/soft to use shaders and presets outside Retroarch? On PC games?

P.S: Sorry for wall of images, i will be grateful if someone point me to how to use [spoiler]

Hi, could you post those adjastments and maybe show some comparison pics? That would be great… :wink:

Just letting everyone know, i’m not dead :stuck_out_tongue:

Keeping seeing some newbies pop in the thread, some asking support questions, I ask everyone be a little patient longer but I think I can safely say version 3 is DONE. If I keep adding more or tweaking it won’t ever be done so i’m stopping myself now. With that said now I have the BIG job of going in and fixing all my links so they don’t point to files on my computer so this will take a bit longer, also I will bedoublechecking for any settings that may need tweaking for 1080p monitors as I am on a 1200p one. I noticed that was an issue for some on the last version.

But to wet your appetite, here is a teaser of what to expect, and this isn’t even every setting, about half of the simulated monitors and televisions have NTSC composite and svideo variations which adds even more to this mammoth pack. Also some may look a bit weird but rely on pseudo-interlacing or scanline jitter effects so they look odd in still-shot form but trust me wait until you see it in movement :slight_smile: It’s been alot of work and alot of weekends and holidays spent but hopefully I can share it soon with you guys.

Also Le37, I like your settings so if you post them here i’ll include them too in the pack if you are fine with that

just… WoW… :smiley: I think i like the most D7…

Of course, sorry for not doing this before:

shaders = "12"
shader0 = "VINTAGE TV/ntsc/shaders/ntsc-pass1-composite-2phase.cg"
filter_linear0 = "true"
wrap_mode0 = "clamp_to_border"
frame_count_mod0 = "2"
mipmap_input0 = "false"
alias0 = ""
float_framebuffer0 = "true"
srgb_framebuffer0 = "false"
scale_type_x0 = "absolute"
scale_x0 = "1280"
scale_type_y0 = "source"
scale_y0 = "1.000000"
shader1 = "VINTAGE TV/ntsc/shaders/ntsc-pass2-2phase-gamma.cg"
filter_linear1 = "false"
wrap_mode1 = "clamp_to_border"
mipmap_input1 = "false"
alias1 = ""
float_framebuffer1 = "false"
srgb_framebuffer1 = "false"
scale_type_x1 = "source"
scale_x1 = "0.500000"
scale_type_y1 = "source"
scale_y1 = "1.000000"
shader2 = "VINTAGE TV/sharpen70s.cg"
filter_linear2 = "true"
wrap_mode2 = "clamp_to_border"
mipmap_input2 = "false"
alias2 = ""
float_framebuffer2 = "false"
srgb_framebuffer2 = "false"
shader3 = "VINTAGE TV/oldtvshader-configurable-70s.cg"
wrap_mode3 = "clamp_to_border"
mipmap_input3 = "false"
alias3 = ""
float_framebuffer3 = "false"
srgb_framebuffer3 = "false"
shader4 = "VINTAGE TV/blurs/blur3resize-vertical.cg"
wrap_mode4 = "clamp_to_border"
mipmap_input4 = "false"
alias4 = ""
float_framebuffer4 = "false"
srgb_framebuffer4 = "false"
shader5 = "VINTAGE TV/crt-lottes.cg"
wrap_mode5 = "clamp_to_border"
mipmap_input5 = "false"
alias5 = ""
float_framebuffer5 = "false"
srgb_framebuffer5 = "false"
scale_type_x5 = "source"
scale_x5 = "2.000000"
scale_type_y5 = "source"
scale_y5 = "3.000000"
shader6 = "VINTAGE TV/image-adjustment.cg"
wrap_mode6 = "clamp_to_border"
mipmap_input6 = "false"
alias6 = ""
float_framebuffer6 = "false"
srgb_framebuffer6 = "false"
shader7 = "VINTAGE TV/stock.cg"
wrap_mode7 = "clamp_to_border"
mipmap_input7 = "false"
alias7 = ""
float_framebuffer7 = "false"
srgb_framebuffer7 = "false"
shader8 = "VINTAGE TV/oldtvshader-configurable - more noise noise.cg"
filter_linear8 = "true"
wrap_mode8 = "clamp_to_border"
mipmap_input8 = "false"
alias8 = ""
float_framebuffer8 = "false"
srgb_framebuffer8 = "false"
shader9 = "VINTAGE TV/blur_vert.cg"
wrap_mode9 = "clamp_to_border"
mipmap_input9 = "false"
alias9 = ""
float_framebuffer9 = "false"
srgb_framebuffer9 = "false"
shader10 = "VINTAGE TV/cam02-ucs-forward.cg"
filter_linear10 = "true"
wrap_mode10 = "clamp_to_border"
mipmap_input10 = "false"
alias10 = ""
float_framebuffer10 = "false"
srgb_framebuffer10 = "false"
shader11 = "VINTAGE TV/cam02-ucs-reverse.cg"
filter_linear11 = "true"
wrap_mode11 = "clamp_to_border"
mipmap_input11 = "false"
alias11 = ""
float_framebuffer11 = "false"
srgb_framebuffer11 = "false"
parameters = "NTSC_CRT_GAMMA;NTSC_MONITOR_GAMMA;hardScan;hardPix;warpX;warpY;maskDark;maskLight;scaleInLinearGamma;shadowMask;brightboost;target_gamma;monitor_gamma;overscan_percent_x;overscan_percent_y;saturation;contrast;luminance;bright_boost;R;G;B;ZOOM;XPOS;YPOS;V_OSMASK;H_OSMASK"
NTSC_CRT_GAMMA = "2.799999"
NTSC_MONITOR_GAMMA = "2.100000"
hardScan = "-3.000000"
hardPix = "-20.000000"
warpX = "0.030000"
warpY = "0.040000"
maskDark = "0.200000"
maskLight = "1.200000"
scaleInLinearGamma = "1.000000"
shadowMask = "1.000000"
brightboost = "1.030000"
target_gamma = "2.800000"
monitor_gamma = "2.400000"
overscan_percent_x = "0.000000"
overscan_percent_y = "0.000000"
saturation = "0.850000"
contrast = "0.900000"
luminance = "1.150000"
bright_boost = "0.000000"
R = "1.100000"
G = "1.100000"
B = "1.100000"
ZOOM = "1.000000"
XPOS = "0.000000"
YPOS = "0.000000"
V_OSMASK = "0.000000"
H_OSMASK = "0.000000"

I recommend to experiment with SCALE parameter on first shader.

this line:

shader0 = "VINTAGE TV/ntsc/shaders/ntsc-pass1-composite-2phase.cg"
scale_y0 = "1.000000"

I’ve got different results in different games. In Metal Gear Solid i personally prefer to use SCALE parameter set to 1, you can see comparison here:

METAL GEAR SOLID - SCALE 1 vs SCALE 2

Changing it from 1 to 2 make image less blurry but aliasing are more visible and edges are more contrasty as you can see.

In the games with 2D prerendered backgrounds such as Resident Evil 3 or Parasite Eve however i prefer set SCALE parameter to 2. But this may impact performance (??) Not sure how serious, personally i did not see difference in fps.

RESIDENT EVIL 3 - SCALE 1 vs SCALE 2

[B]Keep in mind: difference may be subtle in screens but in motion it is much more noticeable!!!

[/B]And here you can see difference between original solid12345 version of VINTAGE TV shader and version with my adjustements and original direct screenshot.

RESIDENT EVIL 3

This shader set doing pretty great job on eliminating video artifacts also, check this out:

PARASITE EVE INTRO

[QUOTE=solid12345;42675]Just letting everyone know, i’m not dead :stuck_out_tongue:

Keeping seeing some newbies pop in the thread, some asking support questions, I ask everyone be a little patient longer but I think I can safely say version 3 is DONE. If I keep adding more or tweaking it won’t ever be done so i’m stopping myself now. With that said now I have the BIG job of going in and fixing all my links so they don’t point to files on my computer so this will take a bit longer, also I will bedoublechecking for any settings that may need tweaking for 1080p monitors as I am on a 1200p one. I noticed that was an issue for some on the last version.

But to wet your appetite, here is a teaser of what to expect, and this isn’t even every setting, about half of the simulated monitors and televisions have NTSC composite and svideo variations which adds even more to this mammoth pack. Also some may look a bit weird but rely on pseudo-interlacing or scanline jitter effects so they look odd in still-shot form but trust me wait until you see it in movement :slight_smile: It’s been alot of work and alot of weekends and holidays spent but hopefully I can share it soon with you guys.

Also Le37, I like your settings so if you post them here i’ll include them too in the pack if you are fine with that

[/QUOTE]

Oh wow, cant wait to try this out! Looks so beautifuly! So many possibilities… ahhh Man, you are hero doing all this… i’ve made only few minor adjustements to ONE shader and i was so exhausted… here goes my perfectionism :smiley:

Wow man that’s a lot of different looks and a lot of work, looks great. With so many different options are you planning on making samples with labels so people can narrow down the what they like to try out by any chance ? I look forward to trying out your pack when it releases, maybe I will find a replacement for Kurozumis edit of Royale, gonna be tough to beat that one for me though :slight_smile:

Yes, Le37, this is why i like it, i dont need to place a huge ass CRT on my desk to enjoy retro games the way they meant to by played… pixel art become more organic and seemless, but still the only con for me from VinageTV is its high contrast that destroys little detales (black crush and white crash) :confused:

Snake version was to much red… now its too much yellow

Hey Le37, I must admit, that the Resident Evil 3 comparison that you posted here look very, very decent. Awesome job done here. I would like to see some comparison with your settings and a screenshot without shaders at all. Could you make one with the same Resident Evil 3 picture (sitting Jill) and the Parasite Eve one (stage) ?

I like curved screens, but there is one problem with them. Its hard to describe, but i will try my best. Of course curved screens are bulgy / fisheyed, but the CRT manufacturers where very aware of this problem and included many knobs and/or potentiometers to “correct” geometry problems (trapezial, keystone, h-v-sizes etc.).

So on a normal, well adjusted CRT, you would never ever see such a curve (of the letterboxline), like you have on the RE 3 screen for example. Now you could argue and say “put a bezel / picture / border on top to have the curved borders, but a straight gamescreen”. But this however wouldnt fulfill the task properly.

On fast side-scrollers for example and here comes the part, hard to describe, you would strongly notice the bulge / fisheye effect, but still have perfect geometry and AFAIK i have never seen any shader that does take these important facts for a good curved CRT simulation into account. The official MAME and HLSL are the only one for me, that are good examples and going into the right direction. This latest changes on HLSL where done by my friend Jezze and we discussed this problem a lot ^^.

I still have hope, that one day we will have really decent curved CRT simulation, because 99% of the screenshots with curving CRT simulation, looks just awful, silly and very wrong. Best example is this yellow, japanese game here. Thats just ugly and completely wrong.

PS: There is a reason, why many games have a service screen/menue to correct especially geometry problems and not just color or placement of the gamescreen :wink: .

I’ve got different results in different games. In Metal Gear Solid i personally prefer and recomend to use SCALE parameter set to 1, you can see comparison here:

Could you please specify what parameter should be changed because there is no “SCALE” in the string you’ve provided.

Do you meant this?


scale_type_x0 = "absolute"
scale_x0 = "1280"
scale_type_y0 = "source"
scale_y0 = "1.000000"

If so should both X0 and Y0 have to be changed to “1”? Why X0 has so big value?

I’ve noticed that the main difference in your screens is CRT shadow mask provided by CRT-Lottes shader. Why didn’t you actually change scale values of CRT-lottes shader instead of “ntsc-pass1-composite-2phase.cg” ?

Hi guys, i’ve made few more minor-minor adjustements so now WHITE color has much less red tint, its still there but it is much better overall.

And with a u-man suggestion i turned off curve effect by default.

Here is the difference:

OLD

NEW

Here is the new version:

shaders = "12"
shader0 = "VINTAGE TV/ntsc/shaders/ntsc-pass1-composite-2phase.cg"
filter_linear0 = "true"
wrap_mode0 = "clamp_to_border"
frame_count_mod0 = "2"
mipmap_input0 = "false"
alias0 = ""
float_framebuffer0 = "true"
srgb_framebuffer0 = "false"
scale_type_x0 = "absolute"
scale_x0 = "1280"
scale_type_y0 = "source"
scale_y0 = "2.000000"
shader1 = "VINTAGE TV/ntsc/shaders/ntsc-pass2-2phase-gamma.cg"
filter_linear1 = "false"
wrap_mode1 = "clamp_to_border"
mipmap_input1 = "false"
alias1 = ""
float_framebuffer1 = "false"
srgb_framebuffer1 = "false"
scale_type_x1 = "source"
scale_x1 = "0.500000"
scale_type_y1 = "source"
scale_y1 = "1.000000"
shader2 = "VINTAGE TV/sharpen70s.cg"
filter_linear2 = "true"
wrap_mode2 = "clamp_to_border"
mipmap_input2 = "false"
alias2 = ""
float_framebuffer2 = "false"
srgb_framebuffer2 = "false"
shader3 = "VINTAGE TV/oldtvshader-configurable-70s.cg"
wrap_mode3 = "clamp_to_border"
mipmap_input3 = "false"
alias3 = ""
float_framebuffer3 = "false"
srgb_framebuffer3 = "false"
shader4 = "VINTAGE TV/blurs/blur3resize-vertical.cg"
wrap_mode4 = "clamp_to_border"
mipmap_input4 = "false"
alias4 = ""
float_framebuffer4 = "false"
srgb_framebuffer4 = "false"
shader5 = "VINTAGE TV/crt-lottes.cg"
wrap_mode5 = "clamp_to_border"
mipmap_input5 = "false"
alias5 = ""
float_framebuffer5 = "false"
srgb_framebuffer5 = "false"
scale_type_x5 = "source"
scale_x5 = "2.000000"
scale_type_y5 = "source"
scale_y5 = "3.000000"
shader6 = "VINTAGE TV/image-adjustment.cg"
wrap_mode6 = "clamp_to_border"
mipmap_input6 = "false"
alias6 = ""
float_framebuffer6 = "false"
srgb_framebuffer6 = "false"
shader7 = "VINTAGE TV/stock.cg"
wrap_mode7 = "clamp_to_border"
mipmap_input7 = "false"
alias7 = ""
float_framebuffer7 = "false"
srgb_framebuffer7 = "false"
shader8 = "VINTAGE TV/oldtvshader-configurable - more noise noise.cg"
filter_linear8 = "true"
wrap_mode8 = "clamp_to_border"
mipmap_input8 = "false"
alias8 = ""
float_framebuffer8 = "false"
srgb_framebuffer8 = "false"
shader9 = "VINTAGE TV/blur_vert.cg"
wrap_mode9 = "clamp_to_border"
mipmap_input9 = "false"
alias9 = ""
float_framebuffer9 = "false"
srgb_framebuffer9 = "false"
shader10 = "VINTAGE TV/cam02-ucs-forward.cg"
filter_linear10 = "true"
wrap_mode10 = "clamp_to_border"
mipmap_input10 = "false"
alias10 = ""
float_framebuffer10 = "false"
srgb_framebuffer10 = "false"
shader11 = "VINTAGE TV/cam02-ucs-reverse.cg"
filter_linear11 = "true"
wrap_mode11 = "clamp_to_border"
mipmap_input11 = "false"
alias11 = ""
float_framebuffer11 = "false"
srgb_framebuffer11 = "false"
parameters = "NTSC_CRT_GAMMA;NTSC_MONITOR_GAMMA;hardScan;hardPix;warpX;warpY;maskDark;maskLight;scaleInLinearGamma;shadowMask;brightboost;target_gamma;monitor_gamma;overscan_percent_x;overscan_percent_y;saturation;contrast;luminance;bright_boost;R;G;B;ZOOM;XPOS;YPOS;V_OSMASK;H_OSMASK"
NTSC_CRT_GAMMA = "2.799999"
NTSC_MONITOR_GAMMA = "2.100000"
hardScan = "-3.000000"
hardPix = "-20.000000"
warpX = "0.000000"
warpY = "0.000000"
maskDark = "0.300000"
maskLight = "1.300000"
scaleInLinearGamma = "1.000000"
shadowMask = "1.000000"
brightboost = "1.030000"
target_gamma = "2.800000"
monitor_gamma = "2.400000"
overscan_percent_x = "0.000000"
overscan_percent_y = "0.000000"
saturation = "0.850000"
contrast = "0.900000"
luminance = "1.150000"
bright_boost = "0.000000"
R = "1.100000"
G = "1.100000"
B = "1.100000"
ZOOM = "1.000000"
XPOS = "0.000000"
YPOS = "0.000000"
V_OSMASK = "0.000000"
H_OSMASK = "0.000000"

If anyone wanted to turn on the curve effect, change this parameters:

warpX = "0.000000"
warpY = "0.000000"

to this:

warpX = "0.030000"
warpY = "0.040000

[QUOTE=R4Zi3L;42777]Yes, Le37, this is why i like it, i dont need to place a huge ass CRT on my desk to enjoy retro games the way they meant to by played… pixel art become more organic and seemless, but still the only con for me from VinageTV is its high contrast that destroys little detales (black crush and white crash) :confused:

Snake version was to much red… now its too much yellow [/QUOTE]

Yes, indeed, raw emulation is a pretty rough looking for my taste especially emulation of 3D games. I remember when i tried PC version of MGS1 back in 2000, i though - how this can look so sterile . PC is much more powerfull but why game looks overall worse? Then i was kid pretty much and did not though about CRT/TVs/PC difference in output… Now i realise that CRT indeed was the way it meant to be played. I’m so happy to find that shader pack, looks great and image reminds me of my TV back in the day.

As for colors - i did not see to much of a yellowness myself, i set all RGB colors to 1.10, but there is 12 shaders in this shader set they are all have an effect on the whole picture, some can produce more yellow (?)i think. This applies to black/white too. There is a few parameters that you can change if you want to reduce whites. But i personally like the effect… something like slight bloom:

[QUOTE=u-man;42811]Hey Le37, I must admit, that the Resident Evil 3 comparison that you posted here look very, very decent. Awesome job done here. I would like to see some comparison with your settings and a screenshot without shaders at all. Could you make one with the same Resident Evil 3 picture (sitting Jill) and the Parasite Eve one (stage) ?

I like curved screens, but there is one problem with them. Its hard to describe, but i will try my best. Of course curved screens are bulgy / fisheyed, but the CRT manufacturers where very aware of this problem and included many knobs and/or potentiometers to “correct” geometry problems (trapezial, keystone, h-v-sizes etc.). So on a normal, well adjusted CRT, you would never ever see such a curve (of the letterboxline), like you have on the RE 3 screen for example. Now you could argue and say “put a bezel / picture / border on top to have the curved borders, but a straight gamescreen”. But this however wouldnt fulfill the task properly.

On fast side-scrollers for example and here comes the part, hard to describe, you would strongly notice the bulge / fisheye effect, but still have perfect geometry and AFAIK i have never seen any shader that does take these important facts for a good curved CRT simulation into account. The official MAME and HLSL are the only one for me, that are good examples and going into the right direction. This latest changes on HLSL where done by my friend Jezze and we discussed this problem a lot ^^.

I still have hope, that one day we will have really decent curved CRT simulation, because 99% of the screenshots with curving CRT simulation, looks just awful, silly and very wrong. Best example is this yellow, japanese game here. Thats just ugly and completely wrong.

PS: There is a reason, why many games have a service screen/menue to correct especially geometry problems and not just color or placement of the gamescreen :wink: .[/QUOTE]

Thank you for kind words! But i’ve made only few minor adjustements, all the credits and thanks should go to solid12345 he made such an impressive set)

I’m not sure if i understand you correctly about comparison. RE3 images with Jill that i posted in a previous post was already original vs shader comparison, but anyway I’ve upload them on screenshotcomparison.com, now its easies to compare))

Also i’ve turned off curve effect as you suggest, thank you for your input! I’s valuable, and you have a very good point. Now im really interested to see those HSLS in action, need to google for vids)

And besides we already have solid12345 default VINTAGE TV shader which is curved, so i think it will be also better to make different and more distinguishible version.

Again, here is few samples:

RESIDENT EVIl #1

RESIDENT EVIL #2

PARASITE EVE #1PARASITE EVE #2


[SIZE=2]After R4Zi3L post, i’ve made few more tests with games that uses pixel art such as valkyrie profile and i think this shader set is not well suited for 2D game with heavy pixels, but it does decent job on 3D games and 3D with prerendered backgrounds[/SIZE]

[QUOTE=Great Dragon;42821]Could you please specify what parameter should be changed because there is no “SCALE” in the string you’ve provided.

Do you meant this?


scale_type_x0 = "absolute"
scale_x0 = "1280"
scale_type_y0 = "source"
scale_y0 = "1.000000"

If so should both X0 and Y0 have to be changed to “1”? Why X0 has so big value?

I’ve noticed that the main difference in your screens is CRT shadow mask provided by CRT-Lottes shader. Why didn’t you actually change scale values of CRT-lottes shader instead of “ntsc-pass1-composite-2phase.cg” ?[/QUOTE]

Sorry for not specifying it before its Y parameter:

scale_y0 = "2.000000"

or Shader Scale # 0 parameter in Shaders options in Retroarch gui.

Yes i’ve made only minor adjustements all via Retroarch gui. Honestly i’m not sure about X value. I saw this parameter when copying code, its not presented in Retroarch gui shader options, and it was by default in solid12345 shader so i did not paid special attention to this. Its maybe relates to 720 resolution (?), i did not try to mess with it.

Making changes in CRT-lottes scale value provides quite different results. Well, CRT-lottes scale value already set to 2. I tried different approaches (besides scale x3,4,5), but i still was not able to produce similar effect as with changing scale values of “ntsc-pass1-composite-2phase.cg” . It works like sharpen but more soft and subtle, i tried few other sharpen shaders but they are was too strong and rough. This option is more precise and not agressive for my taste.

I’ve just compared Analog TV Pack 3 1080p with 1200p and the only difference is a scale factor for “crt-lottes” shader.

for 1080p scale_x11 = “1280” for 1200p scale_x11 = “1200”

Scale factor value of X for “ntsc-pass1-svideo-2phase” shader is identical for both pack versions. scale_x7 = “1280”

Great work, solid!! I’m in love with the look of these shaders, but I’m wondering if they’re working correctly for me. I’m playing Dragon Quest I, and “Composite” and “Vintage TV” look absolutely amazing when I’m standing still or walking up or down, but as soon as I walk left or right, the grass and trees start pulsating like I’m on shrooms or something. It’s really uncomfortable to look at. I’ve been using the “S-Video” shader because it’s the only one where the image stays stable during horizontal scrolling

Is something wrong with my settings, or is this effect intended?