Sony Megatron Colour Video Monitor

Yeah I just use the highest value that is shown in RTings. I suppose if you cant get good results after that trying different ones might help.

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Yes agreed - Ill shift things around

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One thing i would like to consider as we do that (tho this part could always be done later on): should we change the name of the “hcrt_expand_gamut” variable to something that more accurately reflects the repurposed function like “hcrt_content_gamut”, and make Rec 601 the default instead of Rec 709?

This would mostly serve to force people off of the weird “Expanded 709”/“Vivid” setting unless they actively want to be on it badly enough to change the setting manually. (I think we should leave Expanded 709 as an option no matter what, mind, just in case someone actually likes it.)

The way i have it set up in the testing fork right now, the legacy Original/Vivid setting is respected, with Rec 709 remaining as the default and Expanded 709 as the second option, followed the remaining gamuts in chronological order.

If we do change the variable name, i would also suggest we consider moving 709 and e709 into their chronological order.

@Cyber Tagging you because i know you will have useful input regarding how this would effect downstream presets.

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Yes the different resolutions and tvls do choose the same mask in certain combinations for 4K 600TVL will choose the same mask as 1080p 300TVL as its precisely half the resolution in the vertical axis and as the mask is 4pixels for both it will scale down linearly the number of TVL that mask can support. I felt this was more user friendly than having to remember mask indexes.

As for your uneven image itll probably be helped by lowering the RGB vertical attacks (or fall off slope) of the scanline. Failing that integer is good or using a 4K tv to give more pixels to each scanline.

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Should work - have they tried dx12 or dx11 drivers instead?

Yes via mega bezel - this shader is a built in option

Hmm is that because youre using chroma sub sampling/compression? Look for 4:2:2 4:2:0 etc in your gfx driver display settings and try putting it to 4:4:4.

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If you are using Windows 11 AutoHDR (recommended if you have windows 11) then you should use the SDR mode of this shader. Not HDR mode. I think even turning off HDR in retroarch is required too. You will be doubling up your HDR transforms which is wrong.

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Where are you seeing colour bleeds? It shouldnt be but with such high resolution and brightness you might get that but there’s probably not much you can do other than where shades turn down the brightness. Does it go away if you turn down the brightness - just as an experiment.

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Ah you might be falling foul of the deconvergence. For all the colour channels RGB set the scanline settings to the same value across them. CRTs nowadays have deconvergence issues and this simulates that issue. @Dennis1

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You’re right, that was an error in my original post. Auto HDR should be turned OFF in windows 11. And then in retroarch should be turned on. Thanks for catching that

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I actually use the vivid mode. Don’t really see any issue with it but I’m no expert on colour.

I think there are some bugs in basic functionality, for example mask structures (for RWBG displays) and scanline implementation in hi res games that could be chipped away at, which should take priority, however I respect that priorities would vary from person to person.

Perhaps these changes can be phased in, especially as the Shader is now beginning to gain the popularity and notoriety that it deserved.

In layman’s terms, I’d like to be able to implement virtually identical slot mask and dot mask structures to what I’ve done in my CyberLab Neo-GX Mega Bezel Presets.

I’m somewhat satisfied with the colour I’ve been able to achieve, possibly through workarounds or maybe it’s just my TV, or maybe it’s because I started with vivid and things eventually ended up where they are colour wise.

I think this is important. I prefer the Microsoft way over the Apple way - gradually phasing in change with respect and value for backward compatibility vs cold turkey, break it then deal with the fallout afterwards.

If it needs to be done it needs to be done though. I just tend to work with what’s given to me.

Perhaps once I have a little map or guideline as to what changed and how to get things close to how they looked before, that might help. I’ll then just load up notepad++ and do a mass find and replace on my presets.

So I say do what needs to be done as I don’t fully understand the implications, importance nor the potential improvement which would be provided by the changes you’ve been working on.

I’m not one to stand in the way of progress. Just saying that my priorities might have been different. I’m sure as an end user, I’ll be impressed and appreciate what you’ve done.

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Oh no you can turn on AutoHDR in windows 11 and then have the shader in SDR. Essentially my shader does what AutoHDR does (before AutoHDR in windows 11 was a thing) but there’s been a few tests that shows the windows 11 autohdr has a more accurate HDR profile and so if youre using windows 11 and have access to that option then that is now the preferred method. This shader still requires HDR its just that Windows is doing the HDR transform rather than the shader/retroarch and setting into SDR mode allows that.

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Just so you know the default preset now gives colour accurate to my Sony CRTs. Although it certainly isnt as saturated as many may or may not like.

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I am going to recommend you keep an open mind with regard to this new gamut option and the benefits over the current “Original/Vivid”, “Colour System”, and “Phosphors” parameters it replaces/obsoles.

You’ve previously said:

meaning you’ve most likely tweaked around the problematic aspects of the Vivid/Expanded 709 gamut to deal with those problems.

I’m certainly not going to make you rebuild all your presets around these new gamut options.

Heck, if we do change the hcrt_expand_gamut variable name, i will directly tell you what to find/replace "hcrt_expand_gamut = “0.000000"” and "hcrt_expand_gamut = “1.000000"” with to maintain your status quo if you want to do that.

But i will strongly suggest you give the new possibilities a chance and consider what they have to offer.

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Mind has been opened. Lol

Probably.

Even if so, it’s not a problem. I’ve been through worse. Was just thinking about the new end users as well who might now be trying to wrap their heads around this whole Megatron/HDR shader thingamajigger.

I’m definitely on board with the update and improvements to be made so I’m not against them in any way.

Will most likely be trying and testing everything that is new once I have time to get my hands dirty again.

New users are partly who i am thinking of with a potential variable name change. I think Rec 601 is more appropriate as a default generic gamut than Rec 709. And while i want Expanded 709 to remain available as an option for those who actually want it, i am firmly of the belief that no one should be using it accidentally without knowing what it is.

Same goes for a number of the gamut options i added actually (namely 1953, 1958, 1964, DP3, and 2020). I went into more detail regarding what all these gamuts are and why i included them in this post.

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I had a Sony Trinitron with S-video and have been trying to repliate that for years but it is a curved glass model: KV-27V20. I like a clean picture, but not razer sharp like my FV310 produces or similar higher PVMs (I have many).

I took advice from someone further up in the thread and set the resolution to 8k and used a TVL of 800, it made a big difference on my 48" OLED panel and looks very good now. If we could add some curvature options to the paremters this would seriously be the most perfect set of shaders.

Congrats on your accomplishment!

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I just wanted to take a moment and thank you @Cyber, I used the pack tonight and holy hell my jaw dropped once again. This is absolutely the closest I have EVER seen a crt shader meet that of an actual CRT. I am using SNES9x current with a Blargg Composite filter and it looks exactly how I remember it as a kid on my old CRT once loaded with the MegaPak shader. Super excited once we start getting brighter OLEDs in the near future!

Has anyone had a chance to run these shaders on a Steamdeck OLED? Curious how it looks with the super bright screen, assume the 720p resolution will hold it back some.

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