here we can see better the comparison really nice job I think that you are still going to refine the shaders it becomes an endless thing lol
I’m pretty sure it is 2.4, I’m using some off brand 4k TV to do all this shader tweaking on. What I do know is that rec 709 lights everything up.
Here’s my current sample preset with srgb enabled:
Here’s with rec 709:
Rec 709 brings everything to the forefront and lights everything up almost as if it acted like a “backlight” setting, you can even see the new black base mask more in the black areas now.
I went and read some of the posts there. You mention something about “inverse gamma”. Is that a setting in grade? I also seen someone else mention it the other day.
Yeah I definitely see those different white point temps being displayed there with those shots. I go back between normal and cool. Warm I probably will never use personally especially since Dogway told me that crts didn’t ship back then with a white point of 6500k which is what the warm preset uses but more between 7000k and 7500k but it’s good to have the option there nonetheless. I may do one more tweak or just leave it as is.
@guest.r I tried playing around with the new latest mask bloom/fine bloom combination settings and wasn’t really getting the desired look I wanted. Mask bloom seems to “smooth” the overall mask over the higher you raise it. With plain negative bloom the mask remains sharp and still “pops” when raising the negative values. I should’ve took some comparison shots before I left home to show you what I mean.
Yeah, it works a bit differently, the idea is also to dissolve the mask on very bright colors without clipping them too much, which is a problem for ordinary bloom at full mask strength. But ordinary bloom is still quite fine.
Edit: i guess i can fix this too.
I see and ok cool. I guess I’ll wait for your next update to try it out again.
Yes, “Inverse Gamma” might sound a bit confusing as reverting a gamma (aka linearization), so probably the term “inverted gamma” might fit better. Basically it’s like a gamma/pow function inverted in the x and y plane, in grade the most similar thing is the (Digital) “brightness” control, it’s not exactly the same as that one is a rolled-off gain, whereas in my zfast-crt shader it’s indeed an inverted gamma. It’s only meant to compensate for the scanline+mask gamma so it has no place within grade.
You can see the difference here: https://www.desmos.com/calculator/9qijf9ppoj
Testing out guest.r’s latest shader update with all the new features:
Normal:
Warm:
Cool:
Try out the sample pack here:
This pack works strictly with guest.r’s latest shader update so please grab that first before trying out the samples.
Place presets directly into your “shaders” folder.
@guest.r I’m digging that new “fine bloom/halation sampling” setting, it gives a nice finishing touch smoothing the overall image out which is what my rgb presets been needing, very sexy update you unleashed on us. Thank you once again for the best shader ever.
I also went a different route this time, lowered the scanline saturation setting to ease some of that saturation off the image a bit.
this was the solution many thanks!
Testing out guest.r’s latest shader update with the new “Clip Saturated Color Beams” setting:
Normal:
Warm:
Cool:
Sample pack download:
This pack works strictly with guest.r’s latest shader update so please grab that first before trying out the samples.
Place presets directly into your “shaders” folder.
we really notice the change on the lines the blue is the red too
Wow I didn’t really get a chance to test out multiple games with the new feature but man what a setting guest has unleashed upon us. I’ll do some more testing later on when I get home, thank you for the screenshots.
It always takes screen shots from another user to see how my presets look from a different point of view so I really appreciate when you and others do this.
I’ll more than likely have a new sample pack up in a few hours when I get home that you can try out. Off the top from what I remember tweaking is that I raised the “scanline saturation” setting from default 0.50 to 1.00 since guest.r recommended raising that for the new clipping setting. I think I also lowered the new clipping setting from 0.05 down to 0.03. That helped in reducing that slight artifact look it produced in those screen shots I posted the other day. I’m still trying to figure out how to get rid of it completely, it might be some setting in grade that’s causing the issue, not sure yet.
Testing out guest.r’s latest shader update (version 2023-08-19-r1)
Normal:
Warm:
Cool:
Sample pack download:
This pack works strictly with guest.r’s latest shader update so please grab that first before trying out the samples.
Place presets directly into your “shaders” folder.
Nice. I ended up leaving the “saturated scanline” setting on default in the end. Something about that new “clip saturated color beams” setting got my preset reminding me of the “xm29” shader preset in the presets folder kind of, my “normal” preset at least.
At this point I’m not sure where I should take things from here, if I should stick with this look here or continue tweaking. It seems guest.r is done adding in new features to his shader as well at the moment.
Testing out guest.r’s latest shader update version (2023-08-21-r1). Tweaked a few things from the last post, may end up sticking with this look here.
Normal:
Warm:
Cool:
Sample pack download:
Place presets directly into your “shaders” folder.
@guest.r I ended up coming up with a little “trick” to help reduce that added “moire” pattern that the new color beam setting produces, I’m assuming that this is a special case involving my presets alone since no one else seems to be having this issue. I also assume some setting in grade is conflicting with your shader and is helping to produce that effect but anyway.
I went back to lowering the saturation scanline setting to 0, raised the scanline shape bright pixels to 3.00 and also lowered both the dark and bright “bright boost pixels” settings to 1.00, all of that helped reduce the issue. If I left things as is from my last pack that moire like pattern was looking especially nasty in all shoot em up games that used a 3:4 aspect ratio.
hello super better than the previous one I confirm we finally notice the difference between cool and normal a big preference for normal