Reproduce the noise of switching resolution

I thought about it calmly.

This is probably not well understood even by those who can speak native Language. I donā€™t think this kind of noise would be well conveyed even in a conversation between Japanese people. lol :pray:

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When there is a workflow and language makes communication difficult, it is advisable to be as direct as possible. This may seem impolite, but if there is established communication, it is understood that there is a lot of respect.

I am testing with 240p Test Suite from Sega Genesis. Scroll Test allows you to switch between 320x224 and 256x224.
When I switch between these two resolutions, resswitch is activated.
If I select 320, and change the scroll to vertical (with the B button), nothing happens.
If I select 256 and change the scroll, the effect is activated.

240p Test Suite vĆ­deo.

The sensation produced by this effect is very pleasant.
@kokoko3k How far can a shader go? Can you include sounds?

If you could play that PCHKOUT! when the resolution changes it would be great.

P.S: I was having a friendly and respectful conversation with a user about CRTSwitch and I got this video with RetroArch, you can appreciate several patterns when it changes.

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Ahah, no, no way.

PS: the verticall scroll probably uses same res of the horizontal one.

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This is the reason for my unclear story.

  • @kokoko3k Koko-aio shader discussions and updates I did not want to impede shader development for this main Project.

  • In addition, most of the videos on YouTube are CRTs for PVM or Professional, and these CRTs often have power-on noise or hardware-specific noise (SS, etc.), so we judged them to be unhelpful. Basically, it is safe to assume that PVM and Professional CRTs hardly generate noise.

  • When I finally found a video of a SONY Flat Trinitron for consumer use, it was mostly ā€œRetroArchā€, ā€œRetro compatibleā€, and ā€œmini consolesā€, which I had a hard time finding as reference material and was stuck.

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With the current shader, there are bars above and below the content like this. It seems to stop working when the video driver is set to DirectX, so the screen always looks like this. So I made some observations.

0.1

0.20

0.50

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The reason I said no to the thin line, which I discussed at the beginning, was to clarify this gradation. Like this.

I wanted the lines to remain blocky and clear, not gradient-like, even when enlarged.

Or, Change the direction of the gradient so that it becomes brighter and brighter toward the topā€¦ (This just came to me.)

but, I think the movement would probably look unnatural as it is nowā€¦ Pretend you didnā€™t hear about this pattern over here.



I thought carefully and carefully wrote what I wanted to talk about in the beginning (with the help of Deepl translation since my English is not good).

What do you think?

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Even if I usually tend to use the solutions that gives the higher final quality/gpu resources ratio, I made further changes/additions.

It is still very light, but i think we are done here, apart maybe for some minor tweaks! :slight_smile:

Screenshot_20240110_180158

  • Tilt amplitude: the image will rotate around the X axis
  • Wobblying amplitude: the image will have weavy artifacts
  • Bars Size: The bar height can be changed
  • Bars Smoothness: lowering will turn smooth bars into blocks

Using the default parameters with the retroarch image viewer, provided you shuffle between different resolution images, seems like when zapping through channels on an old TV :slight_smile:

-EDIT-

Ah, as per Direct3D, Iā€™ve seen lot of issues even in koko-aio; it is not really well supported by Retroarch.

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Itā€™s a shame, the ambient sounds (such as the CD loading) generate a very pleasant retro-nostalgic atmosphere.

These are just suggestions, I have seen that in some cases it works.

I donā€™t think this is the case of Antonio, he knows how to manage the time he dedicates and I think he sees this as a challenge, something personal, and he rests until he doesnā€™t achieve it. When this happens, the only thing we can do is to keep up with him?

Captura de pantalla de 2024-01-10 19-13-54

If you donā€™t get references, comment it here to search, 4 hands are better than two.

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Yeah! I wish there were a sound plugin that allowed to just play background sounds; there are many reproducing Arcade rooms ambient sounds on YT.

I know you can just leave them playing with the browser, but it would be nicer to have it integrated.

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This time it is perfect for me!
Thank you for making this noise shader.

I donā€™t have one more complaint. :smile:

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I understand that the noise in the middle of the PS logo appearing is a subtle change in resolution at the moment the PS logo fades in if it is not de-interlaced.

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@kokoko3k I didnā€™t realize you made this feature a separate shader thatā€™s now in the crt folder, I thought that would be exclusive only to your shaders. I just prepended ā€œcrt-resswitch-glitch-kokoā€ shader right on top of one my presets then loaded up a ps1 game and now see all the resolution switching magic, amazing. Iā€™m tempted to put together a quick update pack with that shader in the mix lol. Thank you for this nice shader feature.

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Yeah you can prepend it and it will just work.

But with very little efforts one can almost do a copy/paste into an existing pass to avoid unnecessary overhead too.

Not a suggestion, just a possibility.

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thanks kokoko3k, seems it work even with 4x of the ps1 resolution

edit: also thanks Ranmori for remind us of this

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Iā€™m not sure if there is a demand for ā€œnoise characteristics by specific model OR manufacturerā€,

I was hesitant to share this because there are so many parameters available. Because I only use about half of the parameters I used.

But I decided to share how it looks on the SONY/aiwa Trinitron for Flat Type. It will look like this. It is important to note that this aiwa Trinitron was a subsidiary of SONY back in the day.

In the case of SONY Trinitron, the white lines appear brighter, and in fact, using this as a shader would be distracting, so we adopted the aiwa Trinitron model to reproduce this.

Effect does not work on d3d11 because (checked) it is unable to access old frame sizes.

Now, since workarounding the issue requires the shader to be almost completely changed, the bug is not in the shader and since d3d12 seem to work, I just made a sanity check for d3d11 symptoms and disable the whole effect.
ā€œno d3d11ā€ has also been added to the first shader parameter.
The change will be published via online updater.

@sonkun @JosepMC

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You have to be careful using extremely poor CRT footage in any format as a reference for finding examples of CRT behaviour and phenomenon unless youā€™re trying to recreate the ā€œbadnessā€ caused by the recording medium as well or instead of what the CRT was actually doing or how it looked.

It might be better to isolate the CRT itself from any possible skewing of the data caused by poor recording practice or the nuances of the medium.

What I see here is an attempt to (mistakenly) emulate the lack of synchronization between the video creatorā€™s camera shutter and the CRTā€™s electron beam.

Iā€™m not too convinced that the desired artifacts are coming from the CRT itself, at least in those examples.

I disagree with this statement, at least from my experience and memories of CRTs. I donā€™t remember resolution switching being so jarring at all. Never saw hum bars during that process either. Maybe Iā€™m just really old and canā€™t remember things well enough.

This statement hints to me that there might be some doubt as to the accuracy and authenticity of the said effect but you just donā€™t seem to mind.

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Seems contradictory, but this is because there were CRT that only generated this noise when there was a big switch in resolution, I remember Panasonic was the one.

Also, at that stage, the shaders are not as complete as they are now and change is only good when the resolution changes significantly? And I just thought so. But with the addition of the percent increment parameter, it has been resolved.

And I believe this noise is a matter of personal preference when reproducing CRT. I preferred it. I think of it as equivalent to some people liking NTSC shaders and some not liking them.

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Iā€™m not familiar with the d3d11 driver but I assume with the latest update Xbox series s users can get the proper effect switching to d3d12 instead.

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Of course, but.

I have provided something without claiming it to be correct, on purpose; because I am here to evoke memories and joyful moments from my childhood, not ā€˜justā€™ to leave an historical and accurate testimony for future generations; although that does interest me to a certain extent, it is not that much.

Also, never forget that your eyes act like a camera and your brain acts as a -possibly lossy compressed- memory for that footage.

If something tricks my and other brains in thinking what they see is the same as it was, then I accomplished that goal; if someone say that it remembers it to be a bit different, then we can add a parameter to accomodate that too.

If someone does not remember ANY glitch at all, disable it.

Bars were not present? You sure? Well! There is a parameter to morph them or to fade them till the void.

That said, we can discuss about the correctness of the result too, why not.
the ā€œbarsā€ are an aproximation of the real phenomen, which is the image content vertically shrinking, while still shacking and twisting very fast.

The afterglow effect may contribute to smooth out that by turning that very fast movement into something more solid, your -not perfect- eyes can contribute to that too.

Image should be NEVER displayed alongside the bars, because the image itself morphs into a bar, but on a real crt, all that happens so fast that is impossible to replicate on a mere 60h or, worse, 30fps running shader (the shader runs at core refresh).

All we can do is to imagine that those very fast glitch can be time compressed into a bar appearing ā€œin the same framesā€ as the image.

Check this from real fresh footage just done by me, 900+fps, see the afterglow, see the image shrinked at bar size at second #12, then suddenly the synced image.

https://mega.nz/file/kX9znJQb#Mvpx9mjWNUvgk58RfVam80EChw85UM2gghKN27aNNLc

At 60fps the image kinda morphs into a noise:
https://mega.nz/file/pOsnWSCR#BDE8nbFUs102jEBN5LS1rtW64fkTC_Z1QxUWjT5G48s

This is upside down, sorry :slight_smile:
https://mega.nz/file/8fECQKLJ#b6JwdQz7qclBgHR-11UZYbCiwonsheSX536W_5f0MeY

Those videos explain what the bar is for; where it should be placed seem to vary greatly from circuit to circuit (or even on the same circuit, from switch to switch) due to probably too much obscure things that i like to call randomness, so we paint them at image borders and give the user the ability to shake the image more, so that the bars would appear more or less centered.

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I havenā€™t looked at the actual code in question, but can you use textureSize() here? Itā€™s more expensive than the built-in *Size uniforms, but Iā€™ve had good luck with it in the past.

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