Heya bezellers! So what am I cooking for the next release? Something pretty exciting!
A major overhaul for my CRTs
I’ve been hearing your suggestions and critics and decided to build a variation system with new features for each simulated display. The main concept behind my new variation system leverages on five different factors to deliver a staggering 56 per-screen combinations:
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CRT technology: APERTURE GRILLE, DOT MASK, SLOT MASK, PLASMA
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Connection cable: RGB and COMPONENT
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Visual variations: ENHANCED (scalefx, mdapt), SHARP, SOFT, FAST (potato), MONOCHROME AMBER/GREEN/WHITE
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Distance from screen: NEAR, NORMAL, FAR
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Ambient lightning: DAY, NIGHT
These five factors are the extreme synthesis of major trends in emulation visuals in conjunction with modern needs and retrogaming tears. If you want crispy, vivid, better-than-original graphics go with RGB ENHANCED. If you prefer a bloomy, softer and bright experience, choose COMPOSITE SOFT. Moreover, each display will now came with monochromatic variants.
Here’s some samples (view full resolution images to enjoy CRT details):
Monochrome Plasma / composite / Sharp @ Commodore 1201
Slot-mask / RGB / Soft @ Commodore 1080
Dot-mask / composite / Soft @ Ikegami htm-1550r
Aperture Grille / RGB / Sharp @ Sony pvm-14l5
While trying to make this chain behemot work fine, I developed a distinct “global” profiles for each CRT technology, so now each device feels more like its real-life counterpart. The final effect is already impressive, as you will be able to taste the “visual feeling” instead of simply choosing a “graphic overlay”.
Now I’ll take some time to better tune each display to make them even more distinct and based on r/crtgaming macro photos. You know, each brand and model had its own flavour, and I have to perfect this by using advanced quality protocols (aka trial and error, day-after testing, references comparison).
This comes with some technological limitations: first of all, I need to balance visuls for different generations of games to work fine, and some details (like accurate dot-triad shadow masking) simply can’t be reproduced on 1080p. Replicating them by using mask references while zooming at 400% really is a waste of time, resulting in less-than-appealing final visuals (loss of brightness and sharness, general darkness, huge scanlines, moire effect).
I discovered this by… wasting lots of time. No pain, no gain!
PS: my internal development version is now compatible with latest Mega Bezel Reflection Shader and exploits its new advanced features.