The expectation I have for ânormalâ users is to use a matching preset or ask me to make one for them which I will happily do as time allows. Getting the timing parameters right is highly technical, and there isnât really any way to stop things from blowing up if the wrong values are set. If you load up the wrong preset I would actually hope it looks terrible so you know itâs wrong right away (I even considered making the screen magenta, or show warning colors when certain things go outside of the intended range, but for now havenât done that).
The parameters are listed roughly in order of easiest to understand to most advanced/esoteric. But the reason for having parameters instead of putting the info into the shaders and selecting with some kind of lookup function is to at least allow someone who is familiar with the system but not familiar with shader programming to modify that aspect themselves (i.e. emu devs). The parameters are also very important for the development itself. I need to be able to see changes in real time for debugging.
The presets will work for other display resolutions, I test it on 1920x1200 as well. The current presets are optimized for 4K. There have to be separate presets for SDR, WCG, (HDR in the future) because they fundamentally work differently.
Even if we had all the uniforms, we would still need individual presets for RGB, S-Video, Composite, RF because people have different preferences for the signal format. These shaders are different than something like Blarggâs composite shader where the different options are just different mixes of the same noise model. In Scanline Classic, there are different pipelines for each signal type, and there are currently three different composite techniques because there were, in real life, different ways composite video was encoded.
When the generic presets drop this week, you will be able to compare and see how different the shader result is when the system timing is not set correctly.