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>> No.9560773 [View]
File: 417 KB, 2000x960, Shadow_mask_vs_aperture_grille.jpg [View same] [iqdb] [saucenao] [google]
9560773

>>9560767
the way that light is split to what you see

>> No.8705442 [View]
File: 417 KB, 2000x960, Slot_mask_vs_aperture_grille.jpg [View same] [iqdb] [saucenao] [google]
8705442

>>8705394
"Mask" refers to the pattern used by the shader to attempt to replicate a real CRT's phosphor layout. Pic related shows two examples from real CRTs. Most consumer TV sets used the one on the left, while Sony TVs used the one on the right. The "aperture grille" mask is the easiest to emulate, so it's what most CRT shaders have focused on until recently.

Guest's shaders have a lot of different mask patterns to try out, and each results in varying degrees of brightness and sharpness. The default mask pattern (Mask 0) essentially emulates a PVM, which is fine, but I find it a bit too sharp, so I prefer Mask 9, which is more akin to a consumer Sony set, although it's darker.

>> No.4014840 [View]
File: 442 KB, 2000x960, Shadow_mask_vs_aperture_grille.jpg [View same] [iqdb] [saucenao] [google]
4014840

Go.

>> No.3904352 [View]
File: 442 KB, 2000x960, Shadow_mask_vs_aperture_grille.jpg [View same] [iqdb] [saucenao] [google]
3904352

Aperture grille basically makes for squarer pixels

>> No.2673994 [View]
File: 442 KB, 2000x960, Shadow_mask_vs_aperture_grille.jpg [View same] [iqdb] [saucenao] [google]
2673994

>>2673980
What do you have connected to it?
>The pixels on my screen don't even seem to be lined up in rows, more like columns.
See pic

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