Sony Megatron Colour Video Monitor

Now I set this to: crt-sony-megatron-sony-pvm-2730-hdr-NTSC.slangp In the retroarch.cfg file locate on android/data/retroarch modify video_hdr_enable = “false” to video_hdr_enable = “true” Set Hdr to Sdr Set Resolution to 8k Set Tvl to 800tvl All other configs in i don’t move anithing. This is a screen of Samsung A55 Super Amoled With 1000 nits 2340x1080p.

There are no original images lying around anywhere as these were screenshots from a video made while playing but I think I understand what you’re asking for.

I prefer to play with and enjoy what these things can do more than I like to compare but the presets are publicly available in my latest CyberLab Megatron miniLED Death To Pixels 4K HDR Shader Preset Pack if you or anyone else would like to have a go.

I also have a couple more video oriented presets in my CyberLab Mega Bezel Death To Pixels Shader Preset Pack as well.

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Thanks for sharing. I got around to finally trying this out. I’m trying to do a “vitadock” setup essentially but on Windows. The core idea being you can output your vita at 960:544@30fps, and then use megatron shaders on top.

Unfortunately d3d11 won’t work with the vita output (which acts as a camera like source av://dshow:video="PSVita"

So i had to settle for vulkan. It mostly works but the colors do seem slightly off compared to my PS2 setup with Megatron. I think I’ve settled into it though. The thing that I do find strange is the position of the scanlines. The subpixels aren’t breaking up automatically where the pixels would fall - it can split a pixel in half basically. I’m not sure if this is a side effect of using vulkan instead of d3d11 or if I need to hardcode into the the reshadePreset somewhere what the “input resolution” is. Maybe it’s just a side effect of using MPV to display the game?

Not sure but any help here would be appreciated.

It will likely depend on your output config, non-integer scaling with lower scaling factors can look pretty bad.

Hmm, another head-scratcher.

I decided recently to try and implement the Reshade version on my native version of Dolphin, but it raises a bit of a weird problem where the tone mapping doesn’t work right. Typically, when you enable the autohdr add-on, the colours should change, by which point you use inverse-tone mapping to set things right and brighten the picture up post-Megatron shader.

However, in Dolphin it seems that even with autohdr enabled, the colours remain unchanged like it’s still in SDR, which means that while inverse-tone mapping does brighten the image as it should, it results in the gamma being pretty awfully blown out, akin to those deep-fried meme images. The shader works as it should otherwise, but the only options are to leave tone mapping off and deal with a pretty dark image, or turn on inverse tone mapping and destroy the picture.

I wonder if there’s a way to fix that? I’ve tried some of lilium’s other tone mapping shaders, Dolphin’s HDR, and even Special K, but nothing seems to fix it.

Please, about a question, what type of RGB should I use on my cell phone that has 1000 nits fhd+ 2340x1080p, what settings would you recommend? I have been using the SDR 4K 800TVL configuration without messing with everything else and got this result.

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Are you talking about the “Display’s Subpixel Layout”?

If so you’ll have to find the type of display your cell phone uses. What model phone is it?

You seem to be getting good results out of your current settings.

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The type of my screen is a super amoled hdr10+ 120hz my smartphone is a Samsung A55.

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In that case it doesn’t really matter much which one you choose then because that type of screen matches none of the available options. On the other hand, it can approximate any of them.

At 6.6 inches with such a high ppi the display layout is not much of a factor anyway.

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After researching a little here I discovered that the AMOLED screen is basically the same “technology” as OLED but improved, I changed the option from RGB to WRGB OLED and had this result.

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I wasn’t guessing when I gave you my answer above you know.

AMOLED displays don’t use a WRGB layout. That is exclusive to WOLED displays. Use whichever one you think looks best to you.

https://www.reddit.com/r/OLED_Gaming/s/nbEqVfLoR3

https://www.interelectronix.com/what-are-different-oled-pixel-arrangements-and-why-are-there-so-many.html

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I remembered a very useful feature on Android, which could help me with the type of Display’s Subpixel Layout: RGB| RWBG (OLED) | BGR and I selected RWBG as default and got the correct mask for my super amoled screen, other patterns like rgb and bgr change the color patterns, but I believe it is a bug in the 4k 800tvl resolution, other settings present the Correct pattern with the rgb option activated.

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Again, you’re not understanding. Did you read any of the links or look at the images I posted.

None of the available subpixel layouts match the subpixel layout of your phone’s Super AMOLED display so you would not be able to get 1:1 subpixel alignment with the phone’s subpixels and the emulated CRT Phosphors.

I already showed you how typical Super AMOLED displays subpixel layouts look and I showed you how RWBG (WOLED) subpixel layouts look.

https://forums.libretro.com/uploads/default/original/3X/c/4/c4479eff019445523470f757e77808aa60cb7d14.jpeg

Is this a photo of the screen taken using another device or is this a screenshot?

Perhaps @hunterk, @MajorPainTheCactus, @Azurfel might better be able to explain so that you can understand.

As far as I know, there isn’t any bug in the 4K 800TVL option. At higher TVLs a 2 subpixel/2 colour Magenta-Green mask is used.

I’m sorry for my lack of knowledge, this world of shaders and crt is something new to me. About the enlarged photo was a screenshot straight from the A55. and I use an S21 to take photos of the A55 screen which I use to play. Thank you very much for your attention and patience in explaining the subject correctly to me, and I leave here the results I had using the PVM 1910 configuration in 4k 800 TVL, on the left side there is a real image of the PVM 1910 and on the right side there is a photo of my A55 screen with the megatron shader. Since my smartphone isn’t ideal for this type of shader, I think it’s a cool result to be able to get a “feeling” of a true PVM. I’m from Brazil, thank you very much and I love your work

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Megatron has no AMOLED subpixel optimized masks. (Nothing does as far as i know.)

This is the AMOLED subpixel layout:

This is the RWBG (OLED) subpixel layout:

WOLED-subpixels

They are fundamentally different.

So like @Cyber suggested, use whichever Subpixel Layout you think looks best. None of them are going to be more correct than the others. They are all equally wrong.

I would suggest you try both options for Mask Accurate/Colour Accurate as well. Normally, i strongly encourage everyone to use the “Colour Accurate” setting, but on an AMOLED, i’m not actually sure which would be result in more accurate color.

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Thanks a lot for chiming in @Azurfel.

Mask Accurate seems the better fit in my experience on WOLED/WRGB while Colour Accurate seems to work much better on my BGR miniLED display.

If Colour Accurate is used on WOLED, you get all sorts of additional subpixels being lit in an attempt to match the exact primary colour requested of the subpixel instead of just Red, Green and Blue.

Mask Accurate seems to produce very inaccurate colours on my miniLED while Colour Accurate is immediately more accurate and doesn’t have any extra subpixels coming on either.

I don’t really enjoy playing on the small screen much but I have delved into adjusting some of my presets to arrive at setting that looks decent on a similar display as @DannyTsukishiro (1080p Super AMOLED).

I can’t remember all of my settings off hand but I did post a preset recently for those who might want something to start with on mobile.

@DannyTsukishiro seems to have a decent looking preset already as well.

Is it one of the default presets or is it one that you had to modify @DannyTsukishiro?

You can feel free to post your settings for anyone else who follows.

Thank you very much for your help and I’m going to test it here and I’ll give you feedback on the settings you provided me, regarding the settings I only use the Sony PVM 1910 HDR preset and I change HDR to SDR color subpixels for wrgb because in the photos I took of the screen I noticed that on my screen using the 4K 800 tvl preset, the rgb colors are swapped and the spacing is too shortened, making it impossible to view of rgb more evidently. I also tested the Sony PVM 2730 preset at 1080p 600 TVL, the unified pixels are produced perfectly and in the same quantity compared to an original PVM, but because it is a small 6.6-inch screen and AMOLED, the subpixels are impossible to see, visually I prefer to use the pvm 1910 4k 800 tvl and wrgb configurations. however, if I set the configuration to 4k 600 tvl or 300tvl the subpixels of the masks are displayed in much clearer ways and I use the standard rgb grid type for all other configurations as I only had this problem with spacing and changing the rgb order in the 4k preset 800tvl. but by far I can say that the only shader in retroarch that really brings a real aspect of a crt to even a cell phone is the megatron shader, others are even beautiful and with decorations but this is the only one that provides precision.

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Well, I’m about to close the posts about megatron shader on my cell phone, I’ll leave this link so you can see the latest results I had and so you can give me feedback on what would be the best among the photos, depending on your choice, if you want, I’ll tell you the parameters I used in each result.

Also, this: https://www.oled-info.com/diamond-pixel-unique-gs4-sub-pixel-arrangement

RP5 uses that too.

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To conclude the posts about the megatron shader on smartphones, I leave the link with my latest results and I came to the conclusion that for an appearance closer to a PVM on an amoled screen on my smartphone, it would be ideal to use the 600tvl. I only used the Sony PVM 2730 HDR preset and I changed hdr to sdr and 4k to 1080p, the rest I kept as default.

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