Question about Crt Shaders

Hi guys. I´m re-discovering the pleasures of emulation lately, thanks to retroarch and the new hlsl and glsl shaders. It´s impressive, the video quality we can achieve now with these. I would have fainted 15 years ago when I first contacted the emulation Scene.

I´ve got a question about these, which i think was answered by hunterk, but don´t remember really.

With the Crt cgwg shaders, i´m getting some artifacts, some thicker lines, when the screen goes white and bright. I´ve seen this covered in other forums, but I never really managed to fix the issue.

I know it´s caused by non integer scaling, and if I set integer scaling on Rgui and play with the scale, it can be fixed, but then i get overscan, or not proper aspect ratios and stuff like this.

Is there some kind of ultimate fix for this? I want to run horizontal games @ 1080 with crt shader enabled.

Is it possible to add the Crt .cg shaders to MAME? I like it even better than mame´s hlsl. I know about sweetfx and have it running on the SSF emulator (awesome), but i´d like to have it on MAME also.

There are some shaders that will force integer scaling at all times (check out the ‘box-max.cg’ shader in the ‘autobox’ subdirectory of the common-shaders repo) that you can apply as a first pass, before the CRT shader(s). However, integer scaling will force a non-4:3 aspect ratio (that is, it will use an exact integer multiplier of the native aspect, so 8:7 for SNES, for example).

I don’t know of any injection methods other than SweetFX that would work, but there is an older MAME (v078) core available for RetroArch that can cover most of the games that won’t work with FBA, such as Mortal Kombat and old arcade classics, like Pac Man.