Yeah the blurriness looks better for the older games so I’ll be sticking to that look for the composite presets going forward. For s-video the only difference between that and the rgb preset at this point is that I added in the checkerboard and vertical line dithering to the s-video pass and that rgb is slightly sharper that’s about it.
Also here’s a sneak peek at what I’m working on for my next shader pack. Here’s how the rgb u-cool preset looks in the current pack:
Here’s what I’m working on now:
I love how it looks, the scanlines are thicker and the image looks sharper, only problem is this new preset I’m working on created a lot more moire on the screen with the curvature. So I’m at a point of looking for a balance to keep that look and reduce (get rid of) the moire. It’s already proving to be a challenge without integer scaling but I’ll come up with something soon.