Sony Megatron Colour Video Monitor

Would you please link the original raw images here too for comparison?

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Hi everyone, I’m new here and in the shader environment too, I have these videos to show how the shaders are running on my smartphone with a super amoled screen and 1000 nits brightness, I’m using the shader crt-sony-megatron-sony-pvm- 2730-sdr.slan gp in 4k and 800 tvl configurations does this look good to you or can I improve some things, I wanted a configuration where I could see the scans lines more intensely. the cell phone I used for emulation is a Samsung A55 with a 2340x1080p link of the video os screen.

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.