I’m not sure if @MajorPainTheCactus ever clarified which of the peak luminance values from RTINGS users should use. Seeing that that’s one of the first steps in using the shader and then a user is faced with a myriad of choices, how can one be sure which is the correct one?
For me, I just use some initiative and maybe trial and error but for others things like this might be a bit difficult.
As for the above two screenshots, when playing video games, other picture modes don’t exist for me so I’d definitely stick to the Game Mode values.
Only in Shader Parameters. If you find and read the setup instructions they state this.
This is also stated in the Setup Instructions that These settings are for SDR only. Don’t worry, I’ve forgotten that and asked about different colour spaces while using HDR Mode myself.
Whichever looks good to your eyes.
Aspect Ratio is set in the RetroArch Video Scaling Menu. I just set which works best at any given time. Sometimes I even use custom aspect ratios.
You might have to combine it with a shader that does curvature and other geometry adjustments.
Vivid as in heavily oversaturated and clipped? Because that’s how they might look if you enable SDR while in HDR Mode. They might also look more vivid than the HDR Presets if you’re incorrectly loading an HDR preset while HDR is not properly enabled on your machine. HDR tends to look washed out on a system in SDR mode. It will also look washed out if your Peak Luminance and Paperwhite Luminance settings are too low.
This is something I don’t have to do while using the Vulkan driver. It’s only if I’m using a D3D driver that I also have to enable HDR in Windows.
It might be possible. CRT-Guest-Advanced shaders are also subpixel level accurate and they work pretty well with curvature. There are even Megatron base presets in Mega Bezel Reflection Shader. I’m sure those default to Curvature - On.
It’s nice to have options, especially when not all displays display the RGB CRT Mask Phosphors correctly.