Thanks Cyber glad the effort is paying off, a bit at least. Lol. I was scared the rewrite of the mask system would break all those million masks apparently not! As for how do you learn this stuff, apart from 30 years writing graphics engines in games industry, just sitting down and messing around there’s definitely some technical references like Khronos group docs and the Physically Based Rendering book but Gemini and Chat Jippity are just as good in their some what bumbling child genius way.
I have added additional gamuts to Megatron itself with AzMods, but i hadn’t yet attempted to create an “hdr.slang” equivalent. That should work nicely for WCG SDR shaders.
Looks like crt-sony-megatron-v2-gba-gbi.slangp wasn’t reconformed with the preset move. It should be the following to match the formatting of the rest of the presets.
#reference "../shaders/crt-sony-megatron-v2.slangp"
hcrt_crt_screen_type = "0.000000"
hcrt_crt_resolution = "0.000000"
hcrt_colour_system = "3.000000"
hcrt_contrast = "0.000000"
hcrt_brightness = "0.050000"
hcrt_saturation = "0.450000"
hcrt_red_scanline_min = "0.8900000"
hcrt_red_scanline_max = "1.000000"
hcrt_red_scanline_attack = "0.300000"
hcrt_green_scanline_min = "0.600000"
hcrt_green_scanline_max = "0.800000"
hcrt_green_scanline_attack = "0.300000"
hcrt_blue_scanline_min = "0.600000"
hcrt_blue_scanline_max = "0.800000"
hcrt_blue_scanline_attack = "0.300000"
hcrt_red_beam_sharpness = "1.300000"
hcrt_red_beam_attack = "1.000000"
hcrt_green_beam_sharpness = "1.300000"
hcrt_green_beam_attack = "1.000000"
hcrt_blue_beam_sharpness = "1.300000"
hcrt_blue_beam_attack = "1.000000"
Thats odd hmm I wonder what that’s about 
Thanks I must have missed it - hopefully over the weekend at some point Ill get some time to spend on this stuff and fix a few things.
I’m guessing it was there beforehand but I dont know, can you confirm that? Basically the whole of the UI doesn’t understand about HDR and sadly I havent got the time to wade through the UI making it HDR aware. The UI is its own beast outside of the drivers.
@MajorPainTheCactus before you ride off into the sunset again, will you consider updating the NTSC Section for presets which use NTSC to the most current version available from CRT-Guest-Advanced. I’m sure it’s already in AzurMods and it’s what I use as well in my Shader Stack.
Seems like a bit of a backward step to use the one in the v2 presets and there have been some considerable improvements to NTSC signal output handling for a wider range of consoles/scenarios. The PC Engine recently got its own NTSC mode for example and there’s also a brilliant font preservation engine which masks fonts from certain high levels of dedithering filtering.
Issue first present 01/17 update. I went through previous updates to confirm. Wanted to post here and see if anyone was experiencing similar issue. I appreciate you guys are working on more important HDR related things and this is not something pressing.
Maybe you can report it on the RetroArch GitHub so that more eyes can see it and maybe someone can add a fix or workaround, for example a saturation offset until it’s fixed.
This looks exactly how the old Megatron presets looked when RetroArch was in HDR Mode and you switched an HDR preset to SDR mode. Maybe SDR Presets might have looked like that as well but I can’t remember.
Does the same thing happen with older versions of RetroArch and Sony Megatron Colour Video Monitor v1?
I checked this morning and atleast on my end, the issue showed up on the update of the 17th. Previous versions checked were ok. Not sure when v2 was implemented.
When you turn off HDR, UI box arts go back to normal in SDR.
No issues for you Cyber? I know you’re an HDR always on.
Hi can you see if it happens in all the main drivers: d3d11, d3d12 and vulkan? How exactly do you get these covers btw? What do you have to do to see them? Thanks
Thanks there has been some large changes to the drivers so this might be expected and needing to be fixed!
Yes Ill look into it!
These covers are off the libretro thumbnail database. Depending on the UI style you choose they are displayed in playlist with corresponding game.
yes, it is present in all main drivers. Some drivers the distortion is different.
I’m still intending to add decoupled as a separately maintained shader in the ntsc section, i was just waiting until @guest.r’s newest updates were filtered into the main repository.
Let me check in with him and see if he is okay with me doing that now.
Hmm, @MajorPainTheCactus visually it seems to be the same issue that has been occurring on Linux and Android since before the updates to HDR. I showed videos of it here (second and third videos in the comment): https://github.com/libretro/RetroArch/issues/18186#issuecomment-3203048683
Since you are apparently using Windows, which didn’t have these problems before, something also must have broken on it with the recent updates to HDR.
On Win10, i know that the RetroAchievements game startup popups have displayed in the wrong colorspace when using Megatron for ages. Let me check which versions of RetroArch i have installed do what in this regard.
Thanks for the info, before posting that comment a few months ago, I did some research and didn’t find anyone reporting these issues in the Windows build, so I just assumed it was working fine on Windows, my bad 
I haven’t spent much time with the update to notice much and I don’t use RetroArch to launch titles at least on my main system. As a matter of fact, I deleted all of my playlists recently so I don’t have anything like box art in RetroArch and stuff like that.
However, screenshot thumbnails have always looked weird in RetroArch and in more recent times but before Megatron v2, they’ve appeared dark as well as very saturated but I mostly use Shadow Play to take my screenshots .jxr format. I’m just mentioning this just in case it might be related in the slightest bit.
No worries! I also didn’t realize that this was potentially related to a Linux problem, or i would have said something sooner.


