Thank you😃
It has got adaptive sharpness 10.0 already, substractive sharpness is by default and horizontal sharpness is at 15.0. About Fast sharpen If you mean
Guest Sharpness is by 1.00. About the independent curvature, which option is that?
I play near, on a 27" 4K PC Monitor. When I play directly, I think the sharpness is enough. On videos and Photos, loses a bit of sharpness.
The parameter I was actually thinking of is “CRT Curvature Multiplier”.
By default it is set to 100% so the CRT curves the same amount as the Bezel. Lower percentages would cause the screen to curve less in relation to the Bezel.
So you can use that to get a more natural, less exaggerated CRT curve.
This explains why it comes across a bit softer for me. I’m viewing on a 55" 4K from several feet away.
Presets that might look blurry from a distance can look relatively sharp and in-focus from a closer viewing distance.
What I realized is, I didn’t maxed out the internal resolution for the NTSC parameter. Maybe because of that. I’ll try to change that and see if it looks sharper. I’ll change that tonight and I will share a screnshot with you. Also with your curvature parameters that you give me.
Well I mostly never remembered seeing horizontal on-screen elements looking bent and convexly shaped when I sat level with the screen. So for me, I have recently been experimenting with a very minimal amount of curvature. So my newest presets (the ones with the graphics) use just 10% I think.
I can’t remember off hand the extent of curvature I used in my Soqueroeu-TV Special Edition presets but it’s very minimal. Those use the older Bezel Independent Curvature parameter.
Another reason I don’t like too much curvature emulation is because in side scrolling games it looks like you’re looking through a magnifying glass or fishbowl and it looks very unnatural to me when scrolling.
Curvature also affects some fine details of the image on the whole which you can see if you observe carefully some high contrast edges and switch it on or off.
Many presets I’ve seen have curvature set so high that it screams, “Hey look at me! I’m not flat, because I’m a CRT!”
Maybe my brain adjusted for it and since I got used to flat screens I’m just more sensitive to it but I’m sure it’s not something that stood out long ago so if making sure it doesn’t stand out means zero or very little curvature then so be it.
You should use what suits you best though. This is to a large extent subjective in terms of what one prefers over another. I think you might gain some quality and accuracy by sharpening things up just a bit more so that they are not blurry from both close and far viewing distances.
You can tweak the NTSC Resolution but you can also tweak the different sharpness settings. The NTSC Resolution can be used creatively to simulate all sort artifacts depending on the setting
If you’re using Mega Bezel Reflection Shader 1.8.0 - 1.9.0 the Horizontal Filtering sections seem to be broken at the moment at least for me. The controls don’t seem to work and the overall image is slightly softer than in 1.7.0 all else being equal.
That could possibly explain why your presets look softer. You might simply have to load them using 1.7.0 and they might look sharper.
The latest I’ve tried was the 1.9.0 release. I’ll give the latest git version a check and see.
I usually just wait for the release versions.
Edit:
I just checked the latest git version and while the controls in the [NTSC Filtering Options] section don’t seem to work, the [Filtering Options] section parameters work.
I’m assuming you would still like my opinion based on our earlier exchange, however I’m reluctant to critique anyone’s work as its all about personal preference for me.
It looks like curvature is off…lol Don’t be afraid to find your own sweet spot. I like the reduced distortion but I’m not even seeing much independent curvature of the bezel to sort of “sell the illusion” that you’re watching a CRT with some sort of curvature.
I’m not saying that anything is wrong with that if that’s the look you’re going for though.
This is interesting, which version are you using?
Not sure what you meant to say here.
It looks improved compared to the previous version in my opinion. I’m seeing the increased saturation, and contrast.
I would still try to get it sharper looking but not enough for it to start getting harsh or lose smoothness from a distance though but that’s just me.
Well I made a quick setup to see how it looked without curvature, I only left a 25% curvature on I still prefer with curvature, but I will keep tunning the sharpness and curvature.
This is the last version of Mega Bezel and Retroarch.
I meant that the ntsc filtering options, the horizontal filtering is at 15.00 and substractive sharpness 1.50 are maxed out.
Thank you. As I said in other occasions, any suggestion is welcome, and as a proverb says:
For lack of guidance a nation falls, but victory is won through many advisers.
I’m glad to hear this because I’m not sure if proper working CRTs were blurry at all even when viewed from a distance. I’m very sensitive to blur as my eyes struggle to focus once something appears even slightly out of focus.
I’m glad my comments are appreciated and welcomed.
Maybe you can tweak it so that you can notice it if you’re looking for it but you don’t normally notice it because it doesn’t distort enough to stand out. Remember we’re trying to simulate depth on a flat screen, so the methods will be less than perfect and have some side effects. I think on a real CRT the perceived amount of curvature seen might have probably varied a bit depending on the veiwing perspective/angle. The more off axis, the more curved it appeared but it wouldn’t have been a uniform curve if off axis and viewing straight on might have revealed the least noticeable curvature.
This is just a theory and idea though. I look forward to seeing what you eventually come up with.
I managed to get something working on the latest git version but not the release versions. Some of the controls seem to give some very unusual and unexpected results (particularly certain combinations of Horizontal Filtering and Subtractive Sharpness) compared to how they functioned in previous versions. At max Horizontal and Subtractive Sharpness things are supposed to look extremely harsh unless they were being tamed by some other filter. Possibly the NTSC Resolution.
I’m comparing this to the behaviour of these settings in previous versions of the shader using the base presets that used them.
I’ll wait until the dust is settled though because I would assume that it’s still a work in progress.
The main thing is that I was able to get things as sharp as I wanted with the new it version so that augers well for the upcoming releases regardless of how I got there.
My settings also defaulted to 15, 1.50 so maybe that’s what’s in the base preset.
You’re welcome. I’ll leave you with one as well, “No good deed goes unpunished.”
So sometimes we might have the best of intentions but it doesn’t always get received or interpreted that way by all and what could have been great ends up a disaster.
So congratulations again on your new thread and contributions to the Retro-Gaming community!
No, you are right, my crt looks sharper, the thing is this shader has many options, that when you think you have got it, there are other options I never touched, and then you realise that you can tweak it better, and after being hours tweaking, it gets a point when you need a rest because you don’t see clear until next day after a break . Even my Sanyo CRT scalines look sharper and more prominent than in this shader, maybe because it’s limited, or because I don’t know how to tweak it better yet. But every time passes my configuration gets better, (Thanks to the community of course). I will post side by side, and I will do snapshots of my CRT the best I Can, so you can give me advice how to make it better or at least the closest you know…
My CRT looks curve, but per example scanlines look straight, it doesn’t curve at all, but the glass screen does, so you feel curve of the screen, but not the image, so that’s weird. I will post that with a screenshot too as soon as I can.
This is exactly what I have been saying for a very long time now. There’s no “fishbowl” effect to be seen on most CRTs I grew up with in the 80’s to 2000’s. Maybe those who grew up or had CRTs from the 60’s to the 70’s might have had a different experience.
In any case the CRT Shader’s Curvature algorithm curves the screen on the X & Y axes to be displayed 2 dimensionally, whereas on a real CRT the curvature might have actually been on the Z axis so there’s a huge difference there.
Scanlines can be tweaked further. You can customize the spacing, shape e.t.c.
That’s probably why my “old” Aperture Grill presets still look so impactful when I load them even when compared to my current Slot Mask presets.
I did a lot of scanline tweaking on those.
Just be careful with the Fast Sharpen (or any other sharpening/blur filter) because sometimes they can negatively impact the outlines on pixel graphics in a way that actually reduces contrast so you can pay attention to if your black lines get less prominent when making sharpness adjustments.
I grew up too, but some arcade CRT’s did have fish bowl effect, and wasn’t sharp enough and darker colours and with artifacts also old home TV’s, but from mid 90’s in advance didn’t have that effect. And I remember most without blurry. Starting with Master system, Mega Drive, Snes and beyond… But Street Fighter in the arcade’s had those artifacts and glare lens and all that in some places, not all of course.