New sonkun crt guest advanced presets thread

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.

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Indeed, it looks better to me too. I like also how Elena’s thick right leg looks nice resolved on the black border. I mean this portion:

grafik

And I do not see much of an moire issue. Maybe it is because of rescaling the image for you or not visible on this particular example? Or maybe I just don’t see it right now. Edit: Although it does not look too different after second view. It’s part of the thicker scanline effect that gave me this impression.

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Yup right there is where you can notice that shader sexiness lol. I don’t think you can see the moire through the pic but it’s definitely there running certain games especially psx fmv scenes, n64 and some mame games. This isn’t my first time trying to achieve that look, this is probably my 3rd time attempting that look before settling with a look that ends up looking like the first pic. If I still have the settings saved I’ll post it up later when I get home so you can try it out yourself and see.

If I can’t find a way to keep that look from the second pic but with reduced (no) moire than I’ll find a way to get a look between the both of them at the least

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Here’s the settings used in that second pic:

shaders = "18"
shader0 = "shaders_slang/crt/shaders/guest/advanced/stock.slang"
filter_linear0 = "false"
wrap_mode0 = "clamp_to_border"
mipmap_input0 = "false"
alias0 = ""
float_framebuffer0 = "false"
srgb_framebuffer0 = "false"
scale_type_x0 = "source"
scale_x0 = "1.000000"
scale_type_y0 = "source"
scale_y0 = "1.000000"
shader1 = "shaders_slang/crt/shaders/guest/advanced/stock.slang"
filter_linear1 = "false"
wrap_mode1 = "clamp_to_border"
mipmap_input1 = "false"
alias1 = "StockPass"
float_framebuffer1 = "false"
srgb_framebuffer1 = "false"
scale_type_x1 = "source"
scale_x1 = "1.000000"
scale_type_y1 = "source"
scale_y1 = "1.000000"
shader2 = "shaders_slang/crt/shaders/guest/advanced/afterglow0.slang"
filter_linear2 = "true"
wrap_mode2 = "clamp_to_border"
mipmap_input2 = "false"
alias2 = "AfterglowPass"
float_framebuffer2 = "false"
srgb_framebuffer2 = "false"
scale_type_x2 = "source"
scale_x2 = "1.000000"
scale_type_y2 = "source"
scale_y2 = "1.000000"
shader3 = "shaders_slang/crt/shaders/guest/advanced/grade/pre-shaders-afterglow-grade.slang"
filter_linear3 = "true"
wrap_mode3 = "clamp_to_border"
mipmap_input3 = "false"
alias3 = "PrePass0"
float_framebuffer3 = "false"
srgb_framebuffer3 = "false"
scale_type_x3 = "source"
scale_x3 = "1.000000"
scale_type_y3 = "source"
scale_y3 = "1.000000"
shader4 = "shaders_slang/crt/shaders/guest/advanced/ntsc/ntsc-pass1.slang"
filter_linear4 = "false"
wrap_mode4 = "clamp_to_border"
mipmap_input4 = "false"
alias4 = "NPass1"
float_framebuffer4 = "true"
srgb_framebuffer4 = "false"
scale_type_x4 = "source"
scale_x4 = "4.000000"
scale_type_y4 = "source"
scale_y4 = "1.000000"
shader5 = "shaders_slang/crt/shaders/guest/advanced/ntsc/ntsc-pass2.slang"
filter_linear5 = "true"
wrap_mode5 = "clamp_to_border"
mipmap_input5 = "false"
alias5 = ""
float_framebuffer5 = "true"
srgb_framebuffer5 = "false"
scale_type_x5 = "source"
scale_x5 = "0.500000"
scale_type_y5 = "source"
scale_y5 = "1.000000"
shader6 = "shaders_slang/crt/shaders/guest/advanced/ntsc/ntsc-pass3.slang"
filter_linear6 = "true"
wrap_mode6 = "clamp_to_border"
mipmap_input6 = "false"
alias6 = ""
float_framebuffer6 = "false"
srgb_framebuffer6 = "false"
scale_type_x6 = "source"
scale_x6 = "1.000000"
scale_type_y6 = "source"
scale_y6 = "1.000000"
shader7 = "shaders_slang/crt/shaders/guest/advanced/custom-fast-sharpen.slang"
filter_linear7 = "true"
wrap_mode7 = "clamp_to_border"
mipmap_input7 = "false"
alias7 = "NtscPass"
float_framebuffer7 = "false"
srgb_framebuffer7 = "false"
scale_type_x7 = "source"
scale_x7 = "1.000000"
scale_type_y7 = "source"
scale_y7 = "1.000000"
shader8 = "shaders_slang/crt/shaders/guest/advanced/stock.slang"
filter_linear8 = "true"
wrap_mode8 = "clamp_to_border"
mipmap_input8 = "true"
alias8 = "PrePass"
float_framebuffer8 = "false"
srgb_framebuffer8 = "false"
scale_type_x8 = "source"
scale_x8 = "1.000000"
scale_type_y8 = "source"
scale_y8 = "1.000000"
shader9 = "shaders_slang/crt/shaders/guest/advanced/avg-lum-ntsc.slang"
filter_linear9 = "true"
wrap_mode9 = "clamp_to_border"
mipmap_input9 = "true"
alias9 = "AvgLumPass"
float_framebuffer9 = "false"
srgb_framebuffer9 = "false"
scale_type_x9 = "source"
scale_x9 = "1.000000"
scale_type_y9 = "source"
scale_y9 = "1.000000"
shader10 = "shaders_slang/crt/shaders/guest/advanced/linearize-ntsc.slang"
filter_linear10 = "true"
wrap_mode10 = "clamp_to_border"
mipmap_input10 = "false"
alias10 = "LinearizePass"
float_framebuffer10 = "true"
srgb_framebuffer10 = "false"
scale_type_x10 = "source"
scale_x10 = "1.000000"
scale_type_y10 = "source"
scale_y10 = "1.000000"
shader11 = "shaders_slang/crt/shaders/guest/advanced/crt-guest-advanced-ntsc-pass1.slang"
filter_linear11 = "true"
wrap_mode11 = "clamp_to_border"
mipmap_input11 = "false"
alias11 = "Pass1"
float_framebuffer11 = "true"
srgb_framebuffer11 = "false"
scale_type_x11 = "viewport"
scale_x11 = "1.000000"
scale_type_y11 = "source"
scale_y11 = "1.000000"
shader12 = "shaders_slang/crt/shaders/guest/advanced/gaussian_horizontal.slang"
filter_linear12 = "true"
wrap_mode12 = "clamp_to_border"
mipmap_input12 = "false"
alias12 = ""
float_framebuffer12 = "true"
srgb_framebuffer12 = "false"
scale_type_x12 = "absolute"
scale_x12 = "640"
scale_type_y12 = "source"
scale_y12 = "1.000000"
shader13 = "shaders_slang/crt/shaders/guest/advanced/gaussian_vertical.slang"
filter_linear13 = "true"
wrap_mode13 = "clamp_to_border"
mipmap_input13 = "false"
alias13 = "GlowPass"
float_framebuffer13 = "true"
srgb_framebuffer13 = "false"
scale_type_x13 = "absolute"
scale_x13 = "640"
scale_type_y13 = "absolute"
scale_y13 = "480"
shader14 = "shaders_slang/crt/shaders/guest/advanced/bloom_horizontal.slang"
filter_linear14 = "true"
wrap_mode14 = "clamp_to_border"
mipmap_input14 = "false"
alias14 = ""
float_framebuffer14 = "true"
srgb_framebuffer14 = "false"
scale_type_x14 = "absolute"
scale_x14 = "640"
scale_type_y14 = "absolute"
scale_y14 = "480"
shader15 = "shaders_slang/crt/shaders/guest/advanced/bloom_vertical.slang"
filter_linear15 = "true"
wrap_mode15 = "clamp_to_border"
mipmap_input15 = "false"
alias15 = "BloomPass"
float_framebuffer15 = "true"
srgb_framebuffer15 = "false"
scale_type_x15 = "absolute"
scale_x15 = "640"
scale_type_y15 = "absolute"
scale_y15 = "480"
shader16 = "shaders_slang/crt/shaders/guest/advanced/crt-guest-advanced-ntsc-pass2.slang"
filter_linear16 = "true"
wrap_mode16 = "clamp_to_border"
mipmap_input16 = "false"
alias16 = ""
float_framebuffer16 = "true"
srgb_framebuffer16 = "false"
scale_type_x16 = "viewport"
scale_x16 = "1.000000"
scale_type_y16 = "viewport"
scale_y16 = "1.000000"
shader17 = "shaders_slang/crt/shaders/guest/advanced/deconvergence-ntsc.slang"
filter_linear17 = "true"
wrap_mode17 = "clamp_to_border"
mipmap_input17 = "false"
alias17 = ""
float_framebuffer17 = "false"
srgb_framebuffer17 = "false"
scale_type_x17 = "viewport"
scale_x17 = "1.000000"
scale_type_y17 = "viewport"
scale_y17 = "1.000000"
g_signal_type = "0.000000"
g_crtgamut = "1.000000"
g_space_out = "1.000000"
g_vignette = "0.000000"
g_cntrst = "0.100000"
wp_temperature = "9304.000000"
g_lift = "-0.030000"
quality = "-1.000000"
ntsc_scale = "2.250000"
ntsc_sharp = "-10.000000"
ntsc_shape = "1.000000"
blendMode = "0.000000"
CSHARPEN = "2.000000"
CCONTR = "0.000000"
S_SHARP = "1.600000"
spike = "1.500000"
SIGMA_VB = "0.750000"
bloom = "-0.750000"
bloom_dist = "0.400000"
halation = "-0.100000"
gamma_c = "1.350000"
gsl = "-1.000000"
scanline1 = "2.500000"
scanline2 = "14.000000"
beam_min = "1.799999"
beam_max = "0.600000"
beam_size = "0.750000"
scans = "1.649999"
scan_falloff = "0.650000"
warpX = "0.050000"
warpY = "0.070000"
csize = "0.020000"
bsize1 = "0.200000"
shadowMask = "6.000000"
maskstr = "1.000000"
slotmask = "1.000000"
slotmask1 = "1.000000"
slotwidth = "3.000000"
double_slot = "2.000000"
gamma_out = "2.000000"
post_br = "1.100000"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4"
SamplerLUT1 = "shaders_slang/crt/shaders/guest/advanced/lut/trinitron-lut.png"
SamplerLUT1_linear = "true"
SamplerLUT1_wrap_mode = "clamp_to_border"
SamplerLUT1_mipmap = "false"
SamplerLUT2 = "shaders_slang/crt/shaders/guest/advanced/lut/inv-trinitron-lut.png"
SamplerLUT2_linear = "true"
SamplerLUT2_wrap_mode = "clamp_to_border"
SamplerLUT2_mipmap = "false"
SamplerLUT3 = "shaders_slang/crt/shaders/guest/advanced/lut/nec-lut.png"
SamplerLUT3_linear = "true"
SamplerLUT3_wrap_mode = "clamp_to_border"
SamplerLUT3_mipmap = "false"
SamplerLUT4 = "shaders_slang/crt/shaders/guest/advanced/lut/ntsc-lut.png"
SamplerLUT4_linear = "true"
SamplerLUT4_wrap_mode = "clamp_to_border"
SamplerLUT4_mipmap = "false"
1 Like

What is this based on? I did a quick diff with your 03- rgb based Shader, after equalizing the paths. This is what I get:

$ diff *.slangp
201c201,202
< g_crtgamut = "0.000000"
---
> g_crtgamut = "1.000000"
> g_space_out = "1.000000"
203c204,205
< g_cntrst = "0.400000"
---
> g_cntrst = "0.100000"
> wp_temperature = "9304.000000"
212a215
> spike = "1.500000"
214,217c217,220
< bloom = "-0.500000"
< mask_bloom = "0.250000"
< bloom_dist = "0.200000"
< gamma_c = "1.360000"
---
> bloom = "-0.750000"
> bloom_dist = "0.400000"
> halation = "-0.100000"
> gamma_c = "1.350000"
218a222,228
> scanline1 = "2.500000"
> scanline2 = "14.000000"
> beam_min = "1.799999"
> beam_max = "0.600000"
> beam_size = "0.750000"
> scans = "1.649999"
> scan_falloff = "0.650000"
229d238
< mclip = "0.350000"
231,232d239
< deconrry = "1.500000"
< deconrby = "-1.500000"

And to be honest, I still need to dive in and get more understanding of these options and values. Will check it out in the emulator tomorrow (=later).

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I used the 15 rgb preset and it’s based on some old Slot Mask settings that guest.r posted a long time ago in this post. I always liked those settings and would come back to them every now and then and try to make a preset based on that.

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New Release Version (10/28/2022)

First major change, I swapped out the ntsc version for the hd version so all presets going forward now uses the crt-guest-advanced-hd shader. @thingsiplay you might have to edit your article once again if you choose to, sorry sorry lol

The naming scheme has now also changed, “ntsc” has been swapped for “hd” in all presets

Removed “mask bloom” altogether from all presets, raised minus bloom up to -80, bloom distribution up to .30

Turned down contrast from .40 to .10 restoring some brightness to darker backgrounds

Reduced saturation to -12 in the “grade” settings

Reduced gamma correct from 1.37 to 1.20

reduced scanline beam shape Center to 5.00

Raised subtractive sharpness and sharpness definition to 2.00 for both the svideo and rgb presets making both presets sharper

Reduced both red and blue deconvergence type y from.1.50 to 1.00

Reduced post brightness from 1.10 to 1.08 on 4k presets

Fixed a weird issue where there were thin faint vertical lines all across the screen in the composite presets

Uses guest.r latest shader update Version (2022-10-28-r1)

You can all grab the new pack up in the first post.

Hope you all enjoy.

Edit: Retweaked saturation and a couple other settings, new link in the same spot.

2 Likes

I am really liking these for the newer systems especially. I think the alt RGB looks really great. … but how do I set the aspect ratio within the settings. I’m used to the Mega Bezel setting layout. Thanks for the help.

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Thank you I’m glad you’re enjoying the pack. To change the aspect ratio you have to go to settings/video/scaling, from there you can make those changes. I’m not sure which aspect ratio the Mega Bezels use, maybe @HyperspaceMadness can assist you more about that.

1 Like

Ah… I see. Thanks. The Mega Bezels have an aspect ratio setting as well as the ones in the RA system menu that you mentioned… but it should be the same end result.

2 Likes

The Mega Bezel, and all border shaders, use “Full” aspect. I would assume that for these you would use “Core Provided” and Integer scale.

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That’s right, full borders how could I forget. By the way everyone I did a quick retweak on my updated pack and put up a new link. Didn’t like how the saturation was looking.

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Version (10/29/2022)

Made a small tweak to gamma correction

Restored saturation back to default

New link in the same post

2 Likes

That’s a lot of changes. So the new versions are based on the -hd variants from crt-guest-advanced. It will be curious to see how they look now, because I have no experience with those. Need to add a note on the blog for the obvious big change, but not much more (it’s a blog post of its time, not an accurate and updated documentation).

Comparing old vs new could be achieved with backing up older files and just rename the folder before running RetroArch.

The manual updating process is a bit tedious, as I have to do this twice for both once. I need to write some scripts for. :smiley: BTW the link and installation are currently only be seen if one scrolls down 7 times or so. Maybe put it to the top of post.

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Yeah I had to switch up a few settings transitioning over, hd is different beast than ntsc. The settings I used on ntsc couldn’t simply be copied over to hd, saturation went through the roof so I had to tweak a bunch of settings to get things to look “normal” again. I like how smooth it makes everything look plus I wanted to try something different this time around.

I don’t know if you been backing them but I don’t keep back ups, once I go forward there’s no turning back so if anyone likes a old pack O hope they keep them.

When I drop another update I’ll move the installation guide/downloads towards the top of the first post, I wanted to show people what they were getting before throwing a link in their face off the bat lol

2 Likes

I really really like this new pack, I didn’t think you could use guest’s HD this way, it looks really smooth. Fantastic.

I have only one problem, with pixel blending. The waterfall in Sonic is a rainbow pain when you move, do you think it’s tweakable?

Oh, and one more thing. I think you could toy a little with Glow, I’ve tried to pump it at 0,30/0,40 and it really gives you a CRT feel, let me know what you think of it.

3 Likes

I’m glad you’re liking it. Yeah I decided it was time to try something new this time around, the vanilla and ntsc versions have been tweaked to death by all of us so I wanted to show hd some love since I hardly see anyone post presets with that version. Wasn’t sure what to expect but I think they came out alright especially if you guys are liking the new look.

Ahh you don’t like that juicy rainbow banding lol? I added that in to get that authentic composite rainbow look but I understand it can be a distraction as well. I’m not home right now so I’m relying on memory but let’s try this first solution.

Look for two settings from the mame ntsc shader called A Value and B Value, put both of those to 1.00 and see if that helps.

If that solution isn’t good enough we’ll try something else and I will try cranking that glow up later when I get home. I played around with glow once bringing up to just 24 and thought maybe that would be too much. Maybe it looks better on hd I’ll see later.

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New Release Version (11/02/2022)

Changes Made

Uses guest latest shader update Version (2022-11-01-r2)

In the previous two packs since switching over to the hd guest shader from the ntsc version that I’ve always previously used I noticed the hd version comes preloaded with thicker lines, it looks cool for blurry images (composite) but it doesn’t work if you want a sharper image (rgb) so I retweaked the sharpness settings for both the svideo and rgb presets.

Comparison pics:

Previous settings

Current settings

You can see how thick Link’s black outline looks around his body along with the black line going down the bridge. That’s now been fixed.

Grab the new link in the usual post.

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Greetings @sonkun, looking at these last pics and the ones in the first post, I can see that your stuff has come a long way! I knew that all that was needed was some gentle encouragement and that over time it was inevitable for things to keep growing and improving as you learned more and more.

Keep up the great work!

3 Likes

And I’m still learning lol. Thank you I appreciate the love, I’ve definitely come a long way especially if you go back to posts from months ago in the “show off” thread. It’s amazing actually how all of us working on shader presets have come a long way and we’re all still growing.

Every time guest adds in a new feature to the shader that opens the door for even more ways to play. I’m looking forward to seeing what comes next in the future and likewise!

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