Uneven scanlines When Integer Is Disabled?

I have noticed when using shaders that have scanlines, if Integer scaling is disabled you can notice uneven scalines on white background. Now when Integer is enabled the scanlines are even but the game display area doesnt fill the height of the screen. Is there a way to get even scanlines without enabling integer scaling?

only way I can think of is using a scanline overlay… and those kinda suck so no

Hi, I’m a bit frustrated by this too. To have perfectly even scanlines means that they must have the same height, so the vertical scaling factor must be an integer.

When using a non-integer, vertical interpolation appears between the lines. I’ve compared crt-caligari (on the left) and the recent crt-hyllian (right) :

(the game has 224 lines : x5 = 1120 pixels, and here I’m scaling to 1200 pixels)

I think that the caligari scanlines are more even than the hyllian ones… so maybe it’s possible to improve the vertical interpolation ?

Edit crt-geom-curved to activate USEGAUSSIAN, put // before OVERSAMPLE. That’s the best you can do for this.

Ah im using Maister’s new CRT Glow shader, does that have a similar option?

It has several options and that’s a great shader but I didn’t manage to get a good result for that. The glow itself gives those visual issues. That’s the same with crt-halation.

Odd on my PC’s monitor (2560x1440) i dont noticed the issue at all when Integer is enabled but on my 1080p LCD TV i notice the issue. Maybe my TV is doing some sort of scaling wrong?

Uneven scanlines without integer scale is not trivial to solve. The beam profile gets sampled at slightly different places when there’s non-integer scale, and this un-evenness causes aliasing. Scanlines add lots of high-frequency content and non-integer variants of that will add aliasing.

So how do i fix the issue with your glow shader Maister?

Use integer scale and fill up the black space with an overlay or something if it bothers you.

Its odd as crt-interlaced-halation doesnt have this issue at all