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/vr/ - Retro Games


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File: 1.15 MB, 1280x720, d14862dda1186a1869d396185286029f4d883791[1].png [View same] [iqdb] [saucenao] [google]
8801220 No.8801220 [Reply] [Original]

>CRT SHADERS/FILTERS
Aye or Nye?
Which one do you guys use?
I'm using CRT-Royale at the moment.

>> No.8801234
File: 2.64 MB, 2560x1378, 1631185940923.jpg [View same] [iqdb] [saucenao] [google]
8801234

CRT-Royale plus Gdapt, halation/diffusion set to 0, default slot mask. Left contrast at 1, left CRT gamma at 2.5. Increased LCD gamma to 4.2 (from the default 2.2)

>> No.8801332

>>8801220
what game

>> No.8801343

Simple bilinear with normal 2x is all i need.

>> No.8801347

>>8801332
Harmful Park

>> No.8801350

>>8801220
I just use a CRT

>> No.8801361

>>8801350
They're loud, heavy and hard to fix. Unless someone starts making new ones eventually we will have to adapt.

>> No.8801407

>>8801350
I use a CRT + CRT filters on that CRT.

>> No.8801476
File: 596 KB, 2560x1600, D7A4BB2C-B9B6-4A6E-BB53-0F3EDB0751B5.jpg [View same] [iqdb] [saucenao] [google]
8801476

>>8801220
aye

>> No.8801492

>>8801350
/thread

>> No.8801493

>>8801220
I use a 15kHz 14" slot mask 600TVL CRT monitor with stereo speakers and geometry/picture pots over RGB hooked up to my PC.

>>8801361
Can't really hear it, yes I can tell a 15kHz CRT is turned on, but at this size and being a monitor not just a TV, it isn't as loud. Plus it's pretty light and with a small footprint.
I fix my own hardware, plus I have several of them anyways, both for backup and parts.

>> No.8801524

Yes, but I just go with the default settings in the emulator.
If it makes the dithering work properly, then I'm fine with it. It gets the job done

>> No.8801583

I've always found them pretty ugly until I've seen them on an HDR-capable OLED display. If I had a monitor/TV like that, I'd get rid of my CRTs. But I don't.

>> No.8801589

>>8801476
What game?

>> No.8801594

>>8801589
How new?
Chrono Cross

>> No.8801615
File: 632 KB, 1898x1024, 1639873512041.png [View same] [iqdb] [saucenao] [google]
8801615

>>8801220
nye, cause it looks fine to me really
although i think i have bilinear filtering on, not really sure what that even does but it was on by default so when i turn it off games looks weird

>> No.8801621

>>8801615
It blurs the fuck out of everything is what it does. I personally find it disgusting but you do you

>> No.8801657

>>8801220
>>8801361
For a genuine CRT experience, apart from the shader you need to have this looping in the background:
https://www.youtube.com/watch?v=8XzNh5U8Jzw

>> No.8801661

>>8801594
I actually never played those. Thanks.

>> No.8801750
File: 88 KB, 500x500, 1622310823315.jpg [View same] [iqdb] [saucenao] [google]
8801750

>>8801220

>> No.8801763
File: 1.60 MB, 1194x896, EP1.gif [View same] [iqdb] [saucenao] [google]
8801763

Yeah sure.

>> No.8801769

>>8801350
Fpbp.

>>8801234
Looks damn good but widescreen?

>> No.8801771

>>8801769
>widescreen
https://github.com/libretro/Genesis-Plus-GX-Wide

>> No.8801779

>>8801220
I'd like to use shaders and donate my crt to someone, but all of them are uncomfortable on my eyes and feels like I have to strain them to look at the image. I don't get this issue when I'm playing on a normal crt

>> No.8801791
File: 2.22 MB, 2880x1080, 1622512699923.png [View same] [iqdb] [saucenao] [google]
8801791

>>8801779
I always recommend people to mess around with the shader parameters to best match the display you're using.

>> No.8801814

>>8801615
Bilinear filtering is a low level blur filter designed for non integer scaled pixels to prevent shimmering. Retards replying saying it “just blurs” things don’t understand a perfectly sharp square pixel was never how they looked and it’s the easiest way to spot a zoomer on this board. I would use bilinear on raw pixels at the absolute MINIMUM.

>> No.8801918

All you need is a light bilinear filter to replicate what a crt does. the scanlines are not part of the experience because youre not supposed to sit close enough to a tv to notice them.
I'm thinking this board is full of people pretending to be older than they really are or something when its not necessary.

>> No.8801926

so stupid lmao

>> No.8801940

>>8801918
dunning-kruger post

>> No.8802075
File: 1.62 MB, 3735x967, 1621851291870.png [View same] [iqdb] [saucenao] [google]
8802075

>>8801918
>All you need is a light bilinear filter to replicate what a crt does
turbo retard
picrelated is the first default royale filter I could and the first bilinear one compared to the original
>but you don't notice scanlines when you use CRT
ever owned a CRT, pal? you absolutely do notice it when use it, you just ignore it, same as you notice pixels in VR, same as you notice that you are breathing manually. You would notice scanlines on the powered off CRT as well
yeah, it's not a part of the experience, but that's just how CRTs are, and SOME games were made with CRT in mind, not all, but some:

https://youtu.be/kILeyo1iv0A?t=87
Here's a video where the first thing that the dev is saying is that the game looks wrong and it was made with CRTs in mind.
>but he doesn't say that you need a CRT filter, just SOME filter
well he ain't saying that all you need is a bilinear either, and you'd think a lead dev of all people would know what that is
but I guess he is just pretending to be old, I mean who even heard of that guy? Lion King? Aladdin? literally who? I mean it's not the Ocarina of Time or something, besides, bilinear was enough to filter some textures in 3d games, what's the big difference between 2d and 3d anyway eh?

>so you saying I should only use "shader name" despite it not looking exactly as I would hope it would?
use whatever the fuck you want, raw pixels, 50 layers of shaders or only the premium authentic cheapest shoe laces for a cable with a gum and soda in each connector on the original chinese knock off of a console, this ain't the point, saying frankly retarded shit like "just use bilinear bro, stop pretending like you know more than me" makes you nothing more than a stupidest blind monkey faggot in this thread
>but middle looks better
then I take everything back, because it's stunning and brave that you are able to overcome the disability of having no eyes to not only type but also to play videogames

now fuck off

>> No.8802380
File: 1.36 MB, 1920x1080, opennox 2021-10-01 11-08-37.jpg [View same] [iqdb] [saucenao] [google]
8802380

depends

>> No.8802382

>>8801220
do these work with ppsspp or snes9x ? idk anything about these crt shaders but the default ones kinda suck in these emulators

>> No.8802394
File: 2.00 MB, 1920x1080, snes9x-x64 2021-12-19 18-49-52.jpg [View same] [iqdb] [saucenao] [google]
8802394

>>8802382
9x has dynamic scaling something retroarch lacks for some reason
ppsspp i dunno

>> No.8802428

literally just bilinear filter with extra steps

>> No.8802506
File: 3.47 MB, 3200x2160, Sonic Adventure v1.005 (1999)(Sega)(NTSC)(US)(M5)[!][%51000-A]-220412-014626.jpg [View same] [iqdb] [saucenao] [google]
8802506

Using CRT shaders on Gen 6 and up might be going a bit too far...

>> No.8802512 [DELETED] 

>>8801220
Literally trannyCRT.

>> No.8802516
File: 857 KB, 1440x1920, 1635791056287.jpg [View same] [iqdb] [saucenao] [google]
8802516

>> No.8802518

>>8802516
newpixie, right?

>> No.8802521

>>8802506
Even on a 2k monitor the moire starts looking like shit if you go above 240 scanlines. I really want 480 scanlines to work but I figure I'd either have to blur the image to hell or get at least a 4k monitor.

And yeah, obviously 480 scanlines isn't really a thing, but it'd still be nice for deinterlaced 480i stuff like PS2 games.

>> No.8802527

>>8802518
slightly modified version, plan on modifying the source files some more since it's still doing some things I don't like but overall it's the most aesthetic crt shader in the RA bunch make sure you turn off scanline roll

>> No.8802550

>>8802075
Not him, but bro, are you ok?

>> No.8802553

>>8802550
Not him, but bro, he seems fine.

>> No.8802571
File: 1.80 MB, 1920x1440, 1632495282545.gif [View same] [iqdb] [saucenao] [google]
8802571

>>8802521
I read in a blog from one of these shader devs once that you'd need 8k tvs to properly emulate a CRT screen.

>> No.8802586
File: 3.28 MB, 2990x2240, Chrono Cross (USA) (Disc 1)-220412-023736.jpg [View same] [iqdb] [saucenao] [google]
8802586

>>8802571
Is that XM29?

>> No.8802589
File: 2.32 MB, 4128x2322, 1641927565735.jpg [View same] [iqdb] [saucenao] [google]
8802589

>>8802571
>8k tvs to properly emulate a CRT screen
that's pretty dumb, you can "properly emulate a CRT screen" at 1080p, higher resolution just lets you add more small details that you probably aren't going to notice unless you're screenshotting and zooming in anyways instead of actually playing video games

and why stop at 8k? you'd need 10 times that to even start reaching this point. and even then LCDs just don't reach the same peak brightness that CRTs do no matter how much bloom you add so it'll always end up looking more like a photograph of a CRT than an actual CRT

>> No.8802603

>>8802589
Because at 8K yo can draw the phosphors with great accuracy.

Don't the OLED screens have a really high contrast and brightness?

I believe it was this blog post: http://filthypants.blogspot.com/2020/02/crt-shader-masks.html

Also you don't need to stop at 8k, but is there any tv with higher resolution?

>>8802586
I just download it in the meme folder, I don't know the preset either.

>> No.8802608

>>8802603
you don't need to draw tiny details at "great accuracy" unless you're going to zoom in on screenshots and get autistic about them, 1080p looks fine at normal viewing distance, 8k is a completely arbitrary number

and OLEDs aren't LCDs btw

>> No.8802609

>>8802608
He gives a pretty good explanation at that blog post. I'm not saying that other resolutions look bad, I don't even think you really need a perfect slot mask to simulate the look that the artists went to, but you'd need to simulate bloom, color gamut and other stuff. But if you want accuracy you'd need an 8k tv with a shader that would take advantage of that.

>> No.8802617
File: 285 KB, 220x220, 1619345864898.gif [View same] [iqdb] [saucenao] [google]
8802617

>>8802603
I was gonna ask why not just use a real thing at that point, but given how CRTs are not gonna come back any time soon, and how every unit will eventually lose is picture quality with use, I guess it's great for a distant future use.
Who knows if CRTs will make a comeback in the next century, but I would bet 8k would be much more common, so god speed to these autists.

>> No.8802634

>>8802617
Yes, it's more about preservation, if you think about it. I'm pretty sure that 8k will be popular in the future too.

>> No.8802794

>>8801476
Looks much better than the "remaster".

>> No.8802821

>>8801220
I used to use them but nowadays I just go with them sharp pixels. Specifically sharp-bilinear. Lottes is probably my favorite CRT shader though.

>> No.8802853

Can I get some direct comparison between XM29+ and Newpixie please?

>> No.8802928
File: 878 KB, 1370x1200, Batman - Return of the Joker (USA).png [View same] [iqdb] [saucenao] [google]
8802928

GTUv050 with subtle CRT-Easymode makeover, potato-laptop setup

>> No.8802930
File: 987 KB, 1465x1120, Bubble and Squeak (USA).png [View same] [iqdb] [saucenao] [google]
8802930

>>8802928

>> No.8802936
File: 890 KB, 1465x1120, Super Shinobi II, The (Japan, Korea).png [View same] [iqdb] [saucenao] [google]
8802936

>>8802928
Another one

>> No.8802939

>>8802928
Still difficult to believe this is a NES game

>> No.8803114

>>8802936
>No Blargg Composite
RGB SCAT fags are a plague

>> No.8803669
File: 3.86 MB, 2880x2160, Capcom Generations 5 (J)-220412-114634.jpg [View same] [iqdb] [saucenao] [google]
8803669

I don't know when they changed Chun-Li's fireball from hcf to a charge, but it should always be hcf.

>> No.8804070

>>8802506
Hard disagree. ReShade fucks up whenever I take a screenshot, but I'm playing SC2 right now and the difference is night and day

>> No.8804221

>>8802075
Holy seethe lol

>> No.8804224

>>8804221
How is he seething?
You people are fucking retards.

>> No.8804234
File: 3.41 MB, 1919x1438, PE2-1.png [View same] [iqdb] [saucenao] [google]
8804234

The CRT shader magic is real.

>> No.8804237

>>8804224
How is he not?

>> No.8804241
File: 1004 KB, 1919x1438, PE2-2.jpg [View same] [iqdb] [saucenao] [google]
8804241

>>8804234
I'm sorry I didn't believe it

>> No.8804343

>>8804237
He's explaining things. You're the one that's seething. And I'm seething that you're seething.

>> No.8804348

>>8804343
He explained shit like a butthurt enraged faggot

>> No.8804381

>>8804348
Sounds like >inferring and >projecting, anon.

>> No.8804452

>>8804381
What am i projecting?

>> No.8804458

>>8801763
How did he shader make everything lighter? It usually goes the opposite way for me.

>> No.8804589

>>8801763
game?

>> No.8804612
File: 591 KB, 2560x1600, 9C650D61-B14E-4A0F-9959-356B06B0CCAA.jpg [View same] [iqdb] [saucenao] [google]
8804612

>>8802794
I’d been waiting for a remaster for ages, seeing how shit it was prompted me to just say fuck it and set up a shader for it. Generally not my preferred way to play retro games but it’s working well enough, looks pretty good with a 2560x1600 monitor to work with.

Disregard the slightly cut off edges on here, I had fucked up a setting at the time.

>> No.8804623

>>8804612
oh and for reference, the shader is crt-aperture with the dot mask disabled, sharpness set to minimum, and the scanline “shape” changed to 5

>> No.8804626

>>8804623
thank you senpai, was going to ask what shader you were using

>> No.8804671

>>8804626
wat shaders do u recommend never used shaders before

>> No.8804697

>>8804671
Ask me after achieving a mastery of the basics of written English

>> No.8804703

>>8804697
handheld systems

>> No.8804706
File: 1.08 MB, 2048x1536, 38DE451D-A7AA-4232-B658-42E34192215D.jpg [View same] [iqdb] [saucenao] [google]
8804706

>>8804703
based nonsenseposter

>> No.8805153

>>8804706
>when you are so pozzed you dont realize you been WORDFILTER'd

>> No.8805189

What looks good on a 800p screen?

Planning for when my Deck arrives.

>> No.8805701

>>8802609
>caring about some literal who's opinion

>> No.8805709

>>8805701
Hey, viralmarketing8kmonitorsalesmanbro is a good blogger!

>> No.8806160

>>8805189
At that resolution the best you’ll get is running the game at a 3x scale and blacking out every third line

>> No.8806196

>>8801220
I have CRT with retropie tv out on composite video, and on stereo sound system in front of my bed, and on PC I have retroarch with megabezel shaders.
Both look great. I enabled retro achievements on both so I will be playing one after the other, maybe even copying saves on USB so I can continue on another machine when I want.

>> No.8806901
File: 1.64 MB, 1794x1344, 040508a0517508f86444a3a712ecda60bbb190d5.jpg [View same] [iqdb] [saucenao] [google]
8806901

>> No.8807332
File: 1.96 MB, 1317x1080, Adventures of Lomax, The (USA)-211006-210324.png [View same] [iqdb] [saucenao] [google]
8807332

I find the later 16-bit and 32-bit 2D games really benefit most from a shader/crt. They tend to look awful scaled up without it compared to the more primitive sprites done in the 80s and early 90s.

>> No.8807834
File: 3.43 MB, 2984x2160, Final Fantasy VIII (USA) (Disc 2)-220413-191808.jpg [View same] [iqdb] [saucenao] [google]
8807834

Is it awful to render some ps1 games at higher res, add PGXP and AA, and then downsample?

>> No.8807964

>>8807834
It doesn't make a difference with downsampling since it's going back to "native". Just don't use shaders while increasing the rendering resolution without downsampling or it will also upscale and break the crt shader.
Downsampling with a shader is really nice for games that use pre-rendered assets.
PGXP is nice most of the time, but it can cause visual glitches if you use the cpu mode.
Turning on geometry (curvature) and then maxing out the radius can also affect the shader, but you do whatever you think it looks good on your setup. Even the distance from your monitor should be a factor

>> No.8808007

>>8807834
It doesn't make a difference with downsampling because Squall is dead.

>> No.8808107

>>8807834
Here's a comparison.
With AA, PGXP, and downsampling on the top. Native res at the bottom.
https://files.catbox.moe/mut894.jpg

>> No.8808120

>>8807834
>>8808107
When you downsample, you're still outputting a native rez resolution so CRT shaders should be right at home

I don't personally like it with PS1 games, but you can do the same with the parallel N64 emulator and fuck does an internal 2x scale with shaders look phenomenal. I think it helps N64 games a ton

>> No.8808149

Do any of the Saturn cores support upscaling 3D?

>> No.8808168

>>8805701
>>8805709

He's a crt shader dev

>> No.8808253

>>8808168
He can be two things.

>> No.8808389

>>8806196
link to them and how to install them

>> No.8808462

>>8802518
>>8802516
God bless you two, newpixie looks fucking delicious.
Had to turn off the curv because I don't like it, and reduce the accumulate modulation to 0.3, but holy hell does it make the image mouth watering.

>> No.8808510

Is there a hardware solution for scanline generation, capable of polyphase overlays?
I love the softening effect CRT filters have on pixel art and early 3d graphics, especially the advanced ones that can simulate PVM scalines- the way they have variable intensity due to the apeture grille or whatever, but that's currently only supported by emulators or fpga-based scalers to my knowledge.

The pixelfx and crtroyale devs seem to be the groups that take this the most seriously, but I wanna play with original hardware and in some cases on HD native content (certain switch games like Xenoblade and Pokemon for example could really benefit from some softening). Am I gonna have to shell out for a morph, or is there a cheaper solution? I think this kinda functionality has taken a backseat even on the ossc pro, and I'm happy to pay but it really needs to be a very low lag solution that can ideally accept 720p/1080p signals.

>> No.8808753

>>8808510
I believe that Pixel fx are developing one, along with an universal AV input/output system.

>> No.8808819

>>8808168
>crt shader dev
That's not a profession and doesn't give an opinion any weight. Anyone can brute force a shit tier "crt shader" in a couple of hours.

>> No.8808828

>>8808168
>>8808819
He goes by hunterk, and he's not really a dev. He's a longtime RetroArch contributor/groupie who mostly hangs around the libretro forums and maintains a few codebases, including the shaders, and he did create a CRT shader called PhosphorLUT, but it was mostly an experiment.

Currently, the most active CRT shader projects are crt-guest-advanced and Sony Megatron.

>> No.8808830

>>8808828
>RetroArch
any credibility immediately goes in the trashcan
>PhosphorLUT
kek who the fuck uses a LUT for a small repeating pattern that can be trivially represented mathematically

>> No.8808835
File: 6 KB, 200x200, Seconded.jpg [View same] [iqdb] [saucenao] [google]
8808835

>>8808830
Yep, retroarch fanboy blogger opinion == into the trash it goes

>> No.8809350
File: 265 KB, 1796x1080, EwcdppEVkAYMe2P.jpg [View same] [iqdb] [saucenao] [google]
8809350

>>8808753
Yeah that's the "morph" I mentioned.
The scanline patterns their underlying FX system can create are the best bar some of the most CPU-intensive crtroyale setups, but the scaler unit alone is going to be monstrously expensive, it'll sell out just-about immediately, and it's hard to find data one way or the other regarding it's capacity to passthrough/upscale 1080p/720p content while applying a filter+mask.

Probably the best option there'll be for about a decade though, if the framemeister is any indicator.

>> No.8809372

lol who cares about that autistic shit, I just apply a 1px horizontal blur, that's enough to simulate dither-transparency, nothing else matters

>> No.8809384

CRT shaders are overrated, what's more important is emulating the AV and S-video output circuits, because that's what the developers actually designed the graphics around.

>> No.8809559

>>8809372
actually it needs to be 2px retard

>> No.8810245
File: 2.85 MB, 2880x2160, Castlevania II English Re-translation +Map (v2.12.0.1)-220414-140512.jpg [View same] [iqdb] [saucenao] [google]
8810245

kowai

>> No.8810252
File: 870 KB, 483x497, 98961j.gif [View same] [iqdb] [saucenao] [google]
8810252

>>8809350
>No excessively heavy bush
meh

>> No.8810270 [DELETED] 

>>8802506
plenty of 6th gen games still used dithering especially for UI elements

>> No.8810313 [DELETED] 

Don't be poor.

>> No.8811290

>>8802506
I as a rule stop caring about it for any 3D games because assets being designed for CRTs basically instantly stops with 3D since there's no consistent control of what pixel go where anymore.

>> No.8811292

>>8811290
addendum: if there's a lot of 2D shit like pre-rendered backgrounds suddenly it matters again

>> No.8811319

>>8801220
CRT user here. This is really cool but isn't it useless for console games that aren't emulated on a PC? Unless there's some kind of device that can do it.

>> No.8811323

>>8811319
Plenty of devices other than PCs can use shaders. Not all can do it as well, of course. Some shaders are quite intensive and require at least a low-mid range GPU. Even on PC, many iGPUs chug on shit like CRT-Royale.

>> No.8811325

>>8811290
The appearance of the UI and HUD will still improve as will textures and models that were made for 240p/480i.

>> No.8811415
File: 959 KB, 1440x1080, 1593473108715.png [View same] [iqdb] [saucenao] [google]
8811415

>>8804241
>>8804234
Is it me or is something just a little off about shaders. Like to be honest, it still doesn't quite seem like a real CRT to me and I can't quite put my finger on it.

>> No.8811423

>>8811415
His shader is just badly configured, Noaposter.

>> No.8811430

>>8811415
He's upscaling at a higher res than the shader's mask can render correctly.

>> No.8811439
File: 1.26 MB, 1357x823, overlayshadern64.png [View same] [iqdb] [saucenao] [google]
8811439

I use FakeLottescurved + hdr + overlay + x2 upscale for all my ninty games, via reshade+mupen64plus on a 55inch lcd.

CRISPY. Best way to play N64 games. They all look like remasters but also like the real deal.

>> No.8811468

>>8807834
Whats the point of the vertical lines? Looks like a Gameboy LCD screen

>> No.8811485
File: 2.00 MB, 1755x1440, Resident Evil 3 - Nemesis (USA)-210309-123136.png [View same] [iqdb] [saucenao] [google]
8811485

Aye. I use CRT-easymode with the default config.

>> No.8811489
File: 670 KB, 966x512, Aperture-Grille-vs-Shadow-Mask.png [View same] [iqdb] [saucenao] [google]
8811489

>>8811468
They're aperture grille phosphors, anon (see pic). You only notice them and see them as "vertical lines" because:

1. You're likely viewing a 4K-res pic on a much lower-res display, so it's like you're zooming way the fuck in and seeing disparate details that are supposed to blend together (viewed on a 4K display, the lines would be much closer and thus blend)

2. Even though they're there on a CRT, they're much less noticeable at regular viewing distance because the sheer light output of a CRT washes them out. LCD monitors are far dimmer and cannot hope to do this, or at least most cannot. Some HDR-capable displays and TVs can get quite close.

>> No.8811597

>>8811485
That's too much. Scanlines shouldn't really be visible unless you were sitting 20cm from tv.

>> No.8811619
File: 3.01 MB, 4032x3024, 20220414_214250.jpg [View same] [iqdb] [saucenao] [google]
8811619

>>8811468
They're not visible on from my viewing distance.
You have to get real close to see them.
Although my phone has a hard time taking an accurate shot without either too much grain or over-smoothing the picture.

>> No.8811637

>>8811325
textures and models won't matter, because there's no consistent appearance they'd ever have on a CRT. HUD elements would approve though.

>> No.8811672

i'm going to open a bbq restaurant called the aperture grille

>> No.8811678

>>8811672
Will all the toppings and condiments be 'shaders' with shader names?

autismo. i'd be embarassed to be seen in there

>> No.8811681

>>8811678
good I don't let gays in anyways

>> No.8811686

>>8811681
rekt

>> No.8811695

>tfw no A1 steak sauce shader

>> No.8811696

anons I am very stupid, how would I use a CRT filter like that to play something like Tyrian 2000 on dosbox?

>> No.8811706

>>8811696
idk it's pretty hard to write an emulator as a shader but its possible

>> No.8811713
File: 1.73 MB, 1020x1330, 1632771087586.png [View same] [iqdb] [saucenao] [google]
8811713

>>8811681
Not bad, anon. Not bad.

>> No.8811725

>>8811696
You'll want a DOSBox fork that supports shaders. I believe DOSBox-X is one such fork. You could also try RetroArch's DOSBox cores and use its shaders with those, but I can't vouch for their quality.

I personally am a bit iffy on CRT shaders with DOS games. You can definitely do it, and they don't look bad or anything, but I'm left wanting to emulate not a regular CRT TV, but a PC CRT, and that's much harder to do authentically, and most shaders aren't up to the task.

>> No.8811741

how do i convert shadertoy to retroarch

>> No.8811753

>>8811741
Step 1: replace retroarch with an emu that's not shit
Step 2: there is no step 2

>> No.8811771

>>8810245
>you forgot to crop the NES field view to 224p

>> No.8811780

>>8811681
oh no not my heckin faggarino insult. how will i ever recover.

>>8811725

Yeah monitors were much higher res rel viewing area scanlines and crt artifacts weren't a thing.

>> No.8811784

>>8811780
>how will i ever recover
idk you could start by taking your meds that'd probably help

>> No.8811798

>>8811780
CRT monitors did have scanlines, but they were much thinner. You would've only noticed them on low-res 400p or 480p content, and even then it depended on size and dot pitch.

>> No.8811810

>>8811784
I do, bp pills and now anti inflammatory for kidney stone recovery.

You take your cock, lifetime prescription for cum sauce.

>> No.8811814

>>8811798
My point exactly.

>> No.8811850
File: 53 KB, 612x716, 26ad720.jpg [View same] [iqdb] [saucenao] [google]
8811850

>>8811771
I don't know what your words mean.

>> No.8811925

>>8811850
Generous amount of Overscan, all TV's had it and devs worked with it. So games were cut off and you'd never see the whole viewport.

>> No.8811930

>>8811925
Oh, what part of the screen would be cut though?

>> No.8811941

>>8811930
Just the edges. It's why you see generous amounts of empty space above and below the HUD elements in retro games. Devs knew CRTs would cut that area off, and made sure nothing important would display there.

>> No.8811957

>>8811941
How do I do this then?

>> No.8811963

>>8811957
It's in the core options. It should be something like crop overscan. Some cores let you specify the exact amount of overscan that should be cropped. I like to crop 12 pixels off the top and bottom so I can then do a clean 5x integer scale at 1080p and fill the entire vertical area of my TV.

>> No.8811972

I want a shader that adds medusa heads to all my games

>> No.8812053

>>8808389
https://forums.libretro.com/t/cyberlab-mega-bezel-death-to-pixels-shader-preset-pack/35606
https://forums.libretro.com/t/soqueroeu-mega-bezel-tv-backgrounds/34301
Installation process is fucking retarded. Read carefully everything what they wrote in the readme about it. You can't just post folders somewhere and call it a day.

>> No.8812470
File: 3.65 MB, 2879x2037, Vampire Savior (Japan)-220415-035644.jpg [View same] [iqdb] [saucenao] [google]
8812470

Trying to make a PVM-like preset with guest

>> No.8812774
File: 1.37 MB, 1411x1080, Battle Golfer Yui (English v0.9)-220302-214718.png [View same] [iqdb] [saucenao] [google]
8812774

>> No.8813342

>>8804070
you need to change the screenshot settings

>> No.8813359
File: 1.21 MB, 1920x1080, bio2 2021-05-27 23-50-19.jpg [View same] [iqdb] [saucenao] [google]
8813359

>>8807834
It isn't awful, the issue is that many emulators, MAINLY RA, doesn't have proper scaling at all.
Snes9x has that, but nobody copies it.

Even reshade has this issue but is because crosire doesn't know how to apply that yet.

>> No.8813367
File: 1.15 MB, 1920x1080, bio2 2021-05-27 23-50-21.jpg [View same] [iqdb] [saucenao] [google]
8813367

>>8813359

>> No.8813396

>>8813359
>>8813367
I believe I've seen you say this thing about scaling issues over a bunch of threads, but I don't know what you mean. Can you elaborate?

>> No.8813405

>>8813396
pretty much, the mask scales with the resolution size, so you still keep a nice looking image, mainly with interpolation on.
so you don't need a retarded 4k screen size out of laziness from the devs themselves, the shader works as is intended to be.

>> No.8813569
File: 4 KB, 451x192, reshade.png [View same] [iqdb] [saucenao] [google]
8813569

>>8813342
Here's what I have. What should I do?

>> No.8813608

Reshade takes screenshots of the internal window the way it is, like Pritn Screen does. If you're using a shader, you'll want to take a picture of the game at integer scaling, and make the window as large as you can.

>> No.8813667
File: 677 KB, 960x540, untitled.png [View same] [iqdb] [saucenao] [google]
8813667

Anyone know any good settings to use with megabezel? I used to really like the analog shader pack but I think it's not compatable with the newest version of retroarch.

>> No.8813681
File: 106 KB, 554x439, 5e2.jpg [View same] [iqdb] [saucenao] [google]
8813681

>>8813667
I don't use it. It's annoying to setup.
Plus it's not accurate enough for my taste.

>> No.8813801 [DELETED] 

>reshart
lmoa

>> No.8814178

>>8811489
>>8811619
the fact that they’re unviewable at a normal distance is why I typically just turn them off, LCD monitors are already not that bright with a scanline filter, add vertical lines as well and the image is way too dim, and you can’t see the damned things anyway

>> No.8814209

>>8802506
Except Dreamcast was made with VGA in mind

>> No.8814303

>>8814178
Maybe it's me, but even at a distance with the phosphors blending together, my brain still interprets additional detail. Without the mask, the image looks flat.

That said, my setup is kind of unique. I output at 1080p to my 4K TV since my PC is shit and cannot output 4K at 60 Hz, so I let my TV scale the image, and it actually does a really good job. I then apply a CRT shader, and to offset the loss in brightness, I upped the backlight to 100%, and I edited the shader mask to output a yellow-magenta-cyan mask rather than the standard red-green-blue, which results in a much brighter image. It looks really good.

>> No.8814492

>>8812470
>PVM-like
>still tries to emulate composhite
absolute braintard

>> No.8814575
File: 35 KB, 385x375, 1569707087972.jpg [View same] [iqdb] [saucenao] [google]
8814575

>>8814492
>PVMs can't do composite

>> No.8814785
File: 2.00 MB, 1196x976, snes9x-x64 2021-12-20 17-05-17 original.jpg [View same] [iqdb] [saucenao] [google]
8814785

>>8814492
I kek at you zoomers who still believes on muh RGB and muh pixel perfect off reddit and yt.

>> No.8814974
File: 33 KB, 1950x1694, looking sharp.png [View same] [iqdb] [saucenao] [google]
8814974

>>8814492
>zoomshit prefers raw pixels because they remind him of his childhood, playing ports of retro games on 7th gen consoles

>> No.8814982

>>8801220
How do you do this without scaling artifacts? I find that every filter is sized for integer scaling and I fucking hate it.

>> No.8814983

>>8814974
personally I grew up with game boy/gba ports so I live for playing games on a decent handheld screen at native scale, pic related

>> No.8814989
File: 3.75 MB, 4032x3024, 1D827E7B-55A9-43F6-8305-3ABB7116D4E5.jpg [View same] [iqdb] [saucenao] [google]
8814989

>>8814983
didn’t actually post the picture because I’m retarded sorry

>> No.8814997

>>8814303
That’s fair, I also have an odd setup as I’m using a decade old 30” 2560x1600 monitor, so I have more pixels than 1080p to work with but at the cost of brightness, there’s really no way to compensate for the brightness loss of shadow mask emulation (scanlines alone require me to bump up the brightness to max). My setup is >>8804612 for reference

>> No.8815005
File: 2.38 MB, 1411x1080, fd4c8739c9a5ec1528bb14f53e32cc1b4886b09e.jpg [View same] [iqdb] [saucenao] [google]
8815005

>> No.8815040

>>8815005
Looks like trash

>> No.8815132
File: 520 KB, 1495x1120, f604a110d1e433d403c9068d5f5e45b98ec74391.png [View same] [iqdb] [saucenao] [google]
8815132

>>8814997
Yeah, most monitors really aren't up to the task, at least not without a lot of fudging and cheating on the part of the shaders. Only reason most shots in this thread look passable in terms of brightness is because they're playing with very low mask strength.

Pic related is what a full strength no-holds-barred mask emulation looks like. You absolutely need an HDR display capable of pushing 600+ nits to get this looking acceptable to most people. I personally don't think it looks that bad, at least on my monitor, but eh, I won't argue with people who think it looks way too dim.

>> No.8815141
File: 632 KB, 1495x1120, dbe26830517ccbcd127a3a41f1ccc239353c9bb1.png [View same] [iqdb] [saucenao] [google]
8815141

>>8815132
A higher TVL mask does improve brightness some, though.

These aren't my shots, by the way. Got them off the libretro forums.

>> No.8815204
File: 294 KB, 2092x1140, 1624288652547.png [View same] [iqdb] [saucenao] [google]
8815204

if a crt shader can't even do this then it's not a real crt shader

>> No.8815224

>>8815204
>240fps monitor can render 1 frame per second
Uhhhh

>> No.8815307

>>8815005
I like it.

>> No.8815325

>>8815224
MicroLED displays will technically be capable of thousands of FPS, the only real limit will be how fast the GPU can feed it signals. AMD's already talked about the possibility of shaders like that.

>> No.8815335

>>8815325
the display would have to update 14,400 times a second to individually render 240 scanlines 60 times a second

>> No.8815341

Is it possible to recreate the crt-royale-xm29plus on the more advanced guest shader?

>> No.8815862
File: 1.72 MB, 1440x1080, Dragon Ball.001.DBOX.480p.x264-iKaos [v4] [CED9F4DB]-220415-115839.png [View same] [iqdb] [saucenao] [google]
8815862

I have been considering the idea of making 1080p (I don't have a 4K display or capable GPU) upscales of SD/interlaced films and TV by playing the best source of these SD transfers in the FFmpeg core of RetroArch.
Then I would play them back while having a CRT shader active.
Here are some tests with the Dragon Ball OP in CRT-Royale.

>> No.8815865
File: 2.57 MB, 1440x1080, Dragon Ball.001.DBOX.480p.x264-iKaos [v4] [CED9F4DB]-220415-115844.png [View same] [iqdb] [saucenao] [google]
8815865

IMO, these upscales look really good and might even be better than AI upscales.

>> No.8815867
File: 2.97 MB, 1440x1080, Dragon Ball.001.DBOX.480p.x264-iKaos [v4] [CED9F4DB]-220415-115902.png [View same] [iqdb] [saucenao] [google]
8815867

I may also do this with the "original SD presentation" of Perfect Blue that was in the GKIDS Blu-ray but I don't have it, unfortunately.

>> No.8815907
File: 35 KB, 526x769, 1645424513745.png [View same] [iqdb] [saucenao] [google]
8815907

>>8815862
>>8815865
>>8815867
dude that repeating pattern is fucking terrible and looks nothing like scanlines or shadowmasks or anything crt-related

>> No.8815914
File: 2.68 MB, 1440x1080, Dragon Ball.001.DBOX.480p.x264-iKaos [v4] [CED9F4DB]-220415-115938.png [View same] [iqdb] [saucenao] [google]
8815914

>>8815907
I am working with CRT-Royale, I don't know how to tweak the parameters, and I am working with the limitations of 1080p.

>> No.8815919

>>8815914
Try new pixie.

>> No.8815924

>>8815914
>limitations of 1080p
m8 it has nothing to do with 1080p

>> No.8815935

Protip: you're watching deinterlaced 480i anime, you'll literally never be able to get scanlines to work with it nor should you since on a real CRT persistence between interlaced frames just blurred out the scanlines anyways

>> No.8816008
File: 3.59 MB, 2984x2160, Mobile Suit Gundam ZZ - NCOP3 (BDRip 1492x1080p x265 HEVC FLAC 2.0)[sxales]-220416-034153.jpg [View same] [iqdb] [saucenao] [google]
8816008

>>8815935
It's doable but almost not worth it.

>> No.8816074

>>8815862
>>8815865
>>8815867
>>8815914
CRT-Royale is a bit of a meme at this point. It hasn't been updated in forever, but for whatever reason it's the go-to shader 'round these parts, maybe due to cultural inertia or some shit.

Try guest's shaders instead, as those are actually active and are regularly updated with new features and fixes to issues as they crop up. In particular, for this usecase, try crt-guest-advanced-hd. Just make sure to into the parameters and disable interlacing. Also, in RetroArch's scaling settings, enable integer scaling. You should have much better results then.

>> No.8816084

>>8816074
Wish i could but, RA just fuck up again and i can no longer delete the folder it used to be, like what the fuck?

>> No.8816142

>>8816008
a 1080p display trying to do 480 scanlines would give you 2 pixels per scanline

good luck

>> No.8816157
File: 576 KB, 1280x960, 9a9c5100eeb4cec2ce0d57830b2a268c-220416-030050.png [View same] [iqdb] [saucenao] [google]
8816157

>>8816142
Better to do without them altogether at that resolution. Slot masks are good for this purposes, but you lose so much brightness...

>> No.8816163

>>8816157
>a crt is just looking at a hd display through a screen door
No.

>> No.8816174

>>8816163
You only see it as a screen door because our monitors lack the sheer brightness of a CRT. And if you want defined scanlines for 480p content, 1080p will never, ever cut it, unless you want to literally black out every other line, and then we're back to the screen door, only it's purely horizontal now. There's just no good solutions at this scale.

>> No.8816176

>>8816174
m8 you didn't even attempt to simulate brightness you literally just did a screen door

that's like blacking out every other line and calling it a scanline shader

>> No.8816181
File: 590 KB, 1024x960, 1626092156549.png [View same] [iqdb] [saucenao] [google]
8816181

This is the best CRT effect you can achieve on a modern display. It's physically impossible to do better than this with current technology.

>> No.8816201

>>8816176
No matter what you do, there will be a drawback. Sure, you can gain brightness by lowering the mask strength or adding shit like bloom or halation, but in the end those are just the shader faking things it can't actually achieve because that's something that has to come out of the display, and the end result will be something that a CRT doesn't actually do.

Just look at any of the screenshots ITT, like >>8812470 for instance. No CRT's mask does what that shot does, where RGB phosphors are non-existent and the "mask" consists of black vertical lines. Or take >>8804234, where you have a semblance of phosphors on darker colors that clip as pixels get brighter into pure white.

>> No.8816204

>>8816201
>shader faking things
yes that is what a crt shader is, attempting to fake things

try to keep up, anon

>> No.8816209
File: 572 KB, 600x580, 1648878381917.png [View same] [iqdb] [saucenao] [google]
8816209

>defending >>8816157
kek

>> No.8816219

>>8816201
I'm not sure why you think it's impossible for a shader to increase the brightness, every competent CRT shader already does this. And no, adding bloom to make something seem brighter isn't cheating, it's a common technique used in art and visual effects and will literally make something appear to be brighter to the viewer than it actually is. Your DBZ image is extremely lazy and barely even qualifies as a single stage of what is fundamentally a multistage process.

>> No.8816229

>>8801220
> Aye or Nye?
It’s a no. I don’t use them. I’m happy with ultra crisp pixels on my 85 inch display. Why would I want to emulate a shitty CRT after decades of hating the,.

>> No.8816245
File: 1.39 MB, 1328x360, 1645917270175.png [View same] [iqdb] [saucenao] [google]
8816245

>> No.8816253

>>8816219
I will admit the image is indeed lazy, as it was merely meant to show a very rough idea of what a scanline-less shader at 1080p might look like. Obviously there's far more to CRT emulation than just the mask.

As for the brightness issue, what I'm saying is that in the end, all the measures shaders take to compensate for the loss in brightness from emulating both scanlines and phosphors are essentially cope. Like I said, you can definitely do it in one or more ways, down to outright washing the mask out entirely, but it'll be a poor imitation of the real thing. All the post-brightness and bloom in the world won't make your monitor output more nits than it's capable of, let alone get near what a CRT is capable of.

Now, if you're ok with that, it's cool. In the end, it's all subjective, and we're free to use whatever looks aesthetically pleasing to us. It just won't be accurate, is all, but to be fair, there's not a whole lot to do about it. It's now on display tech to improve and pull its weight.

>> No.8816258
File: 1.97 MB, 4128x2322, 1639171028202.jpg [View same] [iqdb] [saucenao] [google]
8816258

>halation is fak--

>> No.8816259

>>8816258
Good luck ever making a LCD look that bright.

>> No.8816261

>>8816259
anon, what are you viewing it on right now...

>> No.8816265

>>8816258
On shaders it just looks like someone smeared vaseline all over my monitor. It's the first thing I remove, always.

>> No.8816267

>>8801750
Fake as fuck

>> No.8816284
File: 1.73 MB, 2072x1272, 1627194264701.png [View same] [iqdb] [saucenao] [google]
8816284

>>8816258
Kind of an interesting mask too, it's like each slot can be lit up 1/3rd, 2/3rds, or 3/3rds based on the intensity. I've seen LCDs that do that but CRTs usually just glow brighter the more of a color there is.

>> No.8816297

>>8816284
Also the different colors seem to actually overlap. No clue how that works. It's like the phosphors are painted onto 3 physically separated depth levels.

>> No.8816343

>>8816284
don't see anything else that looks like that in my random assortment of saved pictures

>> No.8816346

Best shader for a normal 1080p monitor? Seems like most of these rely on 4K/OLED and expensive stuff like that.

>> No.8816354
File: 1.74 MB, 3840x2160, 1623354640220.jpg [View same] [iqdb] [saucenao] [google]
8816354

>>8816346
You want this one

>> No.8816393
File: 171 KB, 576x337, 1646162842902.png [View same] [iqdb] [saucenao] [google]
8816393

The only way to truly experience a CRT.

>> No.8816398
File: 400 KB, 1620x599, 1642725831835.jpg [View same] [iqdb] [saucenao] [google]
8816398

>>8816393

>> No.8816437

>>8816393
This is the same as using filters, innit?

>> No.8816876

>>8816393
>pvm
>pixels
Fucking zoomers.

>> No.8817046

>>8816393
I'd imagine CRT shaders would be a lot more convincing seen through the blurriness of a VR headset

>> No.8817876

>>8816354
Is that Castlevania in 16:9? How did you do that?

>> No.8817906
File: 3.18 MB, 2990x2240, Akumajou Dracula X - Gekka no Yasoukyoku (Japan) (v1.2)-220416-185400.jpg [View same] [iqdb] [saucenao] [google]
8817906

I'm pretty satisfied with my xm29 preset using guest.

>> No.8817913

>>8801615
SNES9x has a builtin filter called blargg's composite. Looks like actual composite video.

>> No.8817969

>>8817913
>Looks like actual composite video.

Why anybody would willingly subject themselves to a composite output is a mystery.

90% of the planet used component or equivalent in the snes days. American mutts really go the shit end of the stick.

>> No.8817971

>>8817969
A lotta niggas used RF

>> No.8818000

>>8817969
>planet used component or equivalent in the snes days
What? In Japan and USA, RF was more common.
Composite, was only really used if you had a VCR or something with those inputs.

>> No.8818021
File: 1.90 MB, 1196x896, gigawing-220417-013353.png [View same] [iqdb] [saucenao] [google]
8818021

>> No.8818032

>>8817969
>90% of the planet used component or equivalent
[citation needed]

>> No.8818043

>>8818021
Not too shabby, anon. It's a shame you can't do 5x scale with overscan at 1080p on arcade games like with console games, else you'd cut off the UI.

>> No.8818045
File: 2.08 MB, 1196x896, msh-220417-014255.png [View same] [iqdb] [saucenao] [google]
8818045

>> No.8818052

>>8818021
>>8818045
Good stuff

>> No.8818057
File: 2.23 MB, 1196x896, ddsom-220417-014809.png [View same] [iqdb] [saucenao] [google]
8818057

>>8818043
Thanks. The only reason I don't have a 4k monitor is because I don't know if my computer supports it.

>> No.8818557
File: 3.10 MB, 2560x1600, Screen Shot 2022-04-16 at 11.34.32 PM.png [View same] [iqdb] [saucenao] [google]
8818557

>>8801476
so after reading this thread i'm experimenting with adding a shadow mask. thoughts? this is with none

>> No.8818562

>>8818557
ah fuck it, the other ones are over 4MB. I'll reupload em all:
0% mask: https://files.catbox.moe/tv2jlh.png
50% mask: https://files.catbox.moe/x2djfq.png
100% mask: https://files.catbox.moe/x0bwni.png

>> No.8818569

>>8818562
my own thoughts, I really have trouble telling the difference between 0% and 50% at a distance, while 100% seems to fuck up the white text and looks a bit dim. would probably be great with an HDR screen

>> No.8818640

>>8818557
>>8818562
One thing to keep in mind with masks: at 100% strength, they are completely reliant on your panel's subpixel behavior. So for example, what that particular mask is doing is painting green and magenta lines, which on your bog-standard LCD screen will result in what, on close-up, looks like red-blue-green lines, in that order. However, if your panel has a different subpixel layout (blue-green-red is sometimes used, particularly with VA panels for some reason), this may look off, though luckily guest's shaders have a parameter that accounts for this.

>> No.8818687

we've pretty much failed to save documentation for CRT hardware beyond trinitrons, PVMs and the like, and the millions of surviving tubes out there are either "working just fine, little geometry quables aside" to "ah, geez, that's a BIG DEAL kinda problem", with very few decent sets that aren't PC CRTs with all their easily accessible geometry settings out of the box. while i still have a few CRTs, i really like being able to use real hardware with the RT5X masks/filters. they're idealized, yes, but it's still damn close enough for me to consider it comparable, though i wish i could play
light gun games through it, and your motion quality is HEAVILY dependent on your monitor, which i feel is the final hurdle besides latency; both of which are getting there... slowly..

>> No.8818689

>>8818557
What program is that?

>> No.8818734

>>8818687
what are you talking about you can find the service manuals for basically every model of a crt in existence since freelance television repair used to be a major and legally protected thing

>> No.8818819
File: 2.71 MB, 3000x2000, crtfilter_nomask.jpg [View same] [iqdb] [saucenao] [google]
8818819

>>8818640
oh that's very interesting. i was wondering why the colors looked like that in blown up screenshots. i have a cheap macro lens and took some photos for those interested, attached is without mask simulation (two different exposures for each, tough to capture)

>> No.8818823
File: 2.77 MB, 3000x2000, crtfilter_withmask.jpg [View same] [iqdb] [saucenao] [google]
8818823

>>8818687
>>8818819
and here is with mask simulation.
>>8818689
openemu, mac only unfortunately

>> No.8819008

>>8816261
im fucking dead lmao

>> No.8820113
File: 251 KB, 1465x1120, be7da4b07a67a09fe1f294ced2cec5e57921d076.png [View same] [iqdb] [saucenao] [google]
8820113

What color is YOUR Super Mario Bros. sky?

>> No.8820137

>>8801220
>emulating a CRT
No.

>> No.8820496

>>8808149
Kronos and yaba sanshiro

>> No.8820747

>>8820137
Filters and shaders are not "emulating a CRT."
For that you want something like Clock Signal:

https://emulation.gametechwiki.com/index.php/Clock_Signal
>An unambiguously desirable result is that machines with variable programmatic sync, such as the Atari 2600, ZX80/81 and Amstrad CPC, should produce the proper display results, even down to rolling, bouncing and other sync issues as and when the programmer diverges, even if only transiently, from PAL or NTSC timing specifications.

>A further positive effect is that composite video produces the proper per-platform results simply because the timing is correct: e.g. the Atari 2600 and ColecoVision produce an in-phase signal when outputting NTSC so they show obvious fixed vertical banding between strong color transitions, but the Oric, Electron and PAL Atari are not in-phase so produce undulating diagonals at color transitions.

>The emulator goes as far as to use the Oric's original color ROM for Oric composite video generation — it replays the actual PCM-sampled output values generated by the real machine to produce realistic color.

>> No.8820867
File: 1.55 MB, 1300x972, SMRPG DKC.png [View same] [iqdb] [saucenao] [google]
8820867

>>8801220
Pargon's custom shader for DKC works great for other pre-rendered graphics, too.

>> No.8820872
File: 2.20 MB, 1215x928, Chancellor.png [View same] [iqdb] [saucenao] [google]
8820872

>>8820867

>> No.8821925

I think those mario creepypasta recreations look good. Also the sonic movies use the filter on their animated credits

>> No.8822387
File: 23 KB, 255x222, 1629290326481.jpg [View same] [iqdb] [saucenao] [google]
8822387

>>8816259
>man who watches video of 4k OLED television and is shocked by how clear it is and how dark the blacks are

>> No.8822396

>>8820113
Looks blue on both my TVs and looks blue on all the photos and videos of actual hardware I've seen including the arcade version

>> No.8822525

>>8816354
>16:9 NES
Hold the fucking phone
How

>> No.8822529

>>8822525
it's called pasting 2 screenshots together retard-kun

>> No.8822542

>>8822396
And you viewed all that on your monitor?

>> No.8822574

>>8822542
A monitor of displaying both blue and purple within 0.0000059604644775390625% of its actual value, yes.

>> No.8824178

>>8820113
expanding this makes everything on the screen develop scanlines, wtf?

>> No.8824189

>>8824178
kek probably your LCD shitting the bed over high frequency subpixel patterns. Some panels are known to do this.

>> No.8824231

>>8820113
Just as the developers intended, the game is played with a screen door between the player and the television. I kneel.

>> No.8824351
File: 879 KB, 1440x960, 1578392287156.gif [View same] [iqdb] [saucenao] [google]
8824351

>> No.8825312
File: 1.42 MB, 1440x1080, 81c656ae6090b5561436477480372917721237d1.jpg [View same] [iqdb] [saucenao] [google]
8825312

>> No.8825362

>>8825312
Why TATE?

>> No.8825368

>>8825362
What? That's not TATEd.

>> No.8825376

>>8825368
Scanlines are vertical.

>> No.8825404

>>8825376
There's no scanlines, just the shadow mask.

>> No.8825425
File: 116 KB, 1280x720, 947.jpg [View same] [iqdb] [saucenao] [google]
8825425

>>8825404
Looks like scanlines going the wrong way.

>> No.8825441

>>8825425
Open the screenshot and fullscreen it. There's no lines.

>> No.8825456

>>8825441
Just did, it's blurry as hell.

>> No.8825568

>>8825456
That's the PS2 for you.

>> No.8825578

>>8825568
Nah, I'm looking at Tekken 4 on my CRT right now and it's not blurry like your pic.

>> No.8826084

>>8824351
>scanlines on GBA

>> No.8826086

>>8822529
That’s clearly not what’s happening nigger

>> No.8826109

>>8826086
>nooo you can't create an effect in photoshop and apply it to random images that's ILLEGAL!

>> No.8826162

>>8826086
What's more likely, that there exists an NES that can output a 16:9 image at a higher resolution than the NES hardware supports, or that somebody fucked around in photoshop for 5 minutes?

>> No.8826264

I'm done tinkering with shader just add a shader and think to yourself "yeah that looks better than no shader" and than just get on with the game.

>> No.8826967
File: 2.83 MB, 2450x3300, GameCube-Game-Boy-Player.jpg [View same] [iqdb] [saucenao] [google]
8826967

>>8826084
>

>> No.8827150

>>8826264
i've also reached this point, i was spending more time fucking with shaders than playing games for a while and it never looks "right"

>> No.8827805

>>8826967
Just as the developers intended.
*places abnormal brain inside corpse's skull*
*sips*
Yep.

>> No.8827810

>>8826967
Only if you use homebrew to force 240p. Otherwise, the games are displayed at 480i/p.

>> No.8828153
File: 120 KB, 284x339, 1642969292395.png [View same] [iqdb] [saucenao] [google]
8828153

>>8802516
>>8802518
>just got it running on Yoshi's Island, looks great
>go to use it on Abe's Oddysee
>black screen

>> No.8828224

>>8828153
Post some YI screens

>> No.8828247
File: 2.17 MB, 2560x1440, Screenshot (6773).jpg [View same] [iqdb] [saucenao] [google]
8828247

>>8828224

>> No.8828259

>>8827810
480i has scanlines.

>> No.8828265

>>8828247
weird, colors got washed out on upload, thanks 4chan
any idea why it's not working for Oddworld anyway? using duckstation on RA

>> No.8828273

>>8828265
Not sure if it has anything to do with that issue, but the duckstation core for RA is outdated and unsupported by all parties. Its successor is Swanstation.

>> No.8828295
File: 2.21 MB, 2560x1440, Screenshot (6779).png [View same] [iqdb] [saucenao] [google]
8828295

>>8828273
ah, just tried Swan, didn't work either unfortunately
all it shows is the shader and not the game, weird

>> No.8828301

>>8828295
Which video driver are you using? Try the others. Slang shaders are supported by D3D11, D3D12, glcore, and Vulkan.

>> No.8828403

>>8828301
gave them all a go, no dice, doesn't seem to work with any PS1 game, weird
thanks for the help at least

>> No.8828619

>>8815862
Would it be possible to make any of these shaders into plug-ins for VLC?

>> No.8829084

Retrorgb posted an article recently about using a tablet screen (the kind if not the actual IPS model an ipad uses) with an HDMI input controller board that you can grab off Aliexpress for like a hundo. They were putting them in a novelty shell that looks like a CRT, which is okay whatever, but I like the idea of having a little 10" monitor for this kinda thing. Do you reckon those have the color and brightness for half decent scanline simulation? This would be in conjunction with a MiSTer.

>> No.8829120

>>8829084
Shaders are only really meant to be used with 4k displays now.

>> No.8829157

>>8829120
More resolution is better, but 1080p is honestly fine for halfway decent CRT emulation.

>> No.8829172
File: 1.40 MB, 1239x977, Kaptain's Kabin.png [View same] [iqdb] [saucenao] [google]
8829172

>>8829157
I know what this looks like on the creator's 4k display, so I'm feeling that missing half, but those anons from earlier were right. This is a mental pitfall, just play the games.

>> No.8829597
File: 249 KB, 720x540, 1650428272434.png [View same] [iqdb] [saucenao] [google]
8829597

>>8829120
>>8829157
>>8829172
The tablet screen 'standard' appears to be 2048x1536 pixels. Which is... weird, but it's 4:3 orientation so maybe it'd work nice for retro content. It's in an odd spot between a proper 6x and a 7x scale but maybe 7x would work with overscan cropping, although 6x would actually be perfect for 256p content. Interesting...
Pic related is the fully assembled version with the novelty case I mentioned for context. The dude sells a VESA mountable version and that would actually be very good for my intended use-case (I wanna mount it on like a boom arm or something so it can fold away vertically for storage, and maybe chuck a raspberry pi on or inside it for web browsing/streaming).

But I care less about the chassis than the picture ultimately, and if 1080p is "alright" maybe an extra 40% pixel count @ ~260ish ppi might bump that up to "good".
Might actually pull the trigger on this one. Thanks.

>> No.8829705

>>8829597
1440p is excellent for CRT shaders already, so 1536p should definitely be great.

>> No.8829730

>>8801343
im gonna puke

>> No.8829739

>>8801791
I played this game on a computer at mcdonalds with a keyboard when I was a kid and I still dont understand how that was there. It was like 1997.

>> No.8829750
File: 2.95 MB, 2268x3828, Pokemon Puzzle Challange.jpg [View same] [iqdb] [saucenao] [google]
8829750

How about you filter some bitches

>> No.8829758

>>8815862
>>8815867
>>8815865
you need a better shader but the idea is good. Why not use an ai upscale and then add them?

>> No.8829768

>>8826162
Its called emulators anon

>> No.8829775

>>8829768
Not buying it.

>> No.8830238
File: 2.99 MB, 3200x2400, Street Fighter Alpha 3 (USA)-220420-053117.jpg [View same] [iqdb] [saucenao] [google]
8830238

>> No.8831129
File: 2.29 MB, 1440x1160, mednafen goat.gif [View same] [iqdb] [saucenao] [google]
8831129

Does anybody use mednafen's "goat" shader? I think it's quite good.

In pic related:
1. autoipsharper
2. goat with tp 0.5
3. goat with tp 0.7

>> No.8831226

>>8813367
I find weird that her arms behave like they're emitting light, in a subsurface scattering way.
But it's a comfy shot.

>> No.8831237

>>8815141
While brighter, this looks way oversaturated

>> No.8831246

>>8831237
I think it employs post-brightness, which I believe has that effect. But that's the deal with 100% mask strength setups. There's always a tradeoff.

>> No.8832063
File: 2.98 MB, 2887x2160, vendetta2pd-220420-172007.jpg [View same] [iqdb] [saucenao] [google]
8832063

My character named Boomer here is VERY based.

>> No.8832140

>>8815141
>>8831237
That's one of the darkest screenshots I've seen posted in a thread like this.

>> No.8832282

>>8832140
The reason it's darker than every other shot is because, if you were to put on a full white screen, rather than simply tinting the pixels like almost every other approach does, it would completely shut off subpixels in a very specific pattern to arrive at what looks like a Trinitron's aperture grille phosphor mask. And of course, subpixels being turned off translates into less light being emitted.

What pixels are doing in a regular white screen:

RGBRGBRGBRGB

What pixels are doing with that mask on (an x signifies a turned-off subpixel):

RxBxGxRxBxGx

This alone translates into a 50% reduction in brightness. And that's without taking the scanline gaps into account.

Personally, it looks ok-ish to me as long as I turn my monitor's backlight all the way up (maybe my LCD is a little brighter than most? idk). But yeah, it definitely needs a brighter-than-average display to really shine.

>> No.8832298

>>8832282
Still kind of in awe of how the complexities of "outdated" hardware are so difficult to capture and finnicky on so-called modern hardware.

>> No.8832351

>>8829750
WOWOWO, is that real 240p or at the very least doesnt have flickering?

>> No.8832360
File: 2.89 MB, 2189x999, yo-gorillas2.png [View same] [iqdb] [saucenao] [google]
8832360

Yo Gorillas! CRT shader thread?
CRT shader thead.

>> No.8832397

I just use my PVM as a monitor stand for my 1440p165hz monitor. I play old games on the tube and new games on the modern monitor. I tried goofing around with CRT shaders for a while but they just don't do it for me.

>> No.8832409

>>8832397
what do you use as your PVM, fren? and do you have any pics?

>> No.8832414
File: 2.31 MB, 1284x973, Klomp.png [View same] [iqdb] [saucenao] [google]
8832414

>>8832360
You have no power here, ape.

>> No.8832859

>>8832351
2x scale I believe no flicker

>> No.8832867

>>8832298
It's been estimated to arrive at a nearly-perfect representation of a CRT, you need at least a 4K display with HDR, VRR, backlight strobing, and a peak brightness of well over 1000 nits. Shaders already exist that could take advantage of all this and create something that looks and behaves very close to a CRT. So it's the display tech that's holding it back.

But yes, there is a certain irony in needing so much cutting-edge display tech to closely replicate something much older.

>> No.8833920
File: 3.05 MB, 2896x2160, sgemf-220420-192708.jpg [View same] [iqdb] [saucenao] [google]
8833920

>> No.8833969
File: 1.05 MB, 1707x960, snes9x-x64 2022-04-19 00-47-59.jpg [View same] [iqdb] [saucenao] [google]
8833969

>> No.8834570

>>8814974
I grew up with the NES/SNES... Many 8/16-bit games have clean art that looks good raw. Genesis (limited colors) , PSX, N64 games tend to have disgusting dithering or noisy compressed backgrounds that look better on a CRT.

>> No.8834603

>>8834570
Zoom zoom.

>> No.8834782

>>8833969
It's funny how you can't see any pixel and that's exactly how I remember the game as a kid.

>> No.8834810

Best filter for Neo Geo games?

>> No.8834952

>>8833969
What shader?

>> No.8835036
File: 2.25 MB, 954x616, 1635629510213.webm [View same] [iqdb] [saucenao] [google]
8835036

>>8801220
Of course.
Also PSX and Mega Drive is for composite video.

>> No.8835045
File: 373 KB, 1707x960, snes9x-x64 2022-04-21 16-11-48.jpg [View same] [iqdb] [saucenao] [google]
8835045

>>8834782
i simply used integer scaling, true fullscreen, Blargg Composite, shoved xm29 and reshade Denoiseyou need to bitch crosire to add it back at the forums, AMD CAS and HDR.
also i am using a old ass led HDTV as a my PC monitor since mine died and i cant buy a good one so i had to adapt to what i am using here

>>8834810
for Arcade is arcade screen guest and royale, for Console is Blargg composite with rXM29 Mai's ass gets smooth with that

>> No.8835163

>>8835045
>I simply [really specific and complex series of modifications and adjustments through terms I've never heard of]
Every single time I find something that looks good it's somebody's overfed Frankenstein on a 40,000k monitor the length of he Great Wall

>> No.8835932

>>8829705
Thanks for the vote of confidence.
Sorry for late reply though, but in the meantime (although this is now totally unrelated) I found out that the Raspberry Pi company make an SKU with the Pi 4b SoC + 4GB RAM integrated into the form factor of a chiclet keyboard and it's perfect for my dumb little project. And it's funny, because Pi systems are sold out everywhere except for these keyboard things, which are instead on deep discount. Guess people don't really use them as PCs.

But anyway I look forward to trying out the MiSTer at 1536p. The results I've seen of people doing this on YouTube are pretty good.

>> No.8836040
File: 1.21 MB, 1707x960, snes9x-x64 2022-04-21 16-26-29.jpg [View same] [iqdb] [saucenao] [google]
8836040

>>8835163
>literally easiest shit to do
>too brainlet undestand how

>> No.8836074

>>8836040
It made sense until "shoved xm29 and reshade Denoiseyou need to bitch crosire to add it back at the forums, AMD CAS and HDR."

>> No.8836147

>>8836074
from SNES9x config, which may be replicated on Retroarch.
>Integer Scaling
>True fullscreen/No Borderless Fullscreen
>Blargg Composite shader
>CRT Royale XM29 preset
>Reshade filters = Denoise.fx/KNearestNeighbors which crosire removed from reshade 5.0+, you need to get it from a previous version or from GShade, CAS.fx/AMD Sharpening filter, Prod80 Correct contrast filter, HDR/FakeHDR is Optional if you want more light or darker tones. And the loading order for said shaders are Prod80, CAS and Denoise.

>> No.8836172

>>8836147
That's more coherent, I'll see what I can do.

>> No.8836628

>>8832859
but how did you manage to get no flicker, is that your pc connected to the tv?

>> No.8836672
File: 3.57 MB, 2880x2160, Super Mario Bros. 3 Ultra Edition-220421-235417.jpg [View same] [iqdb] [saucenao] [google]
8836672

Working on another composite-like guest preset

>> No.8836770

Anyone lknow if you can apply a CRT shader to Runescape old school? I think it would fit the early 3D low poly graphics well

>> No.8837364

>>8836770
Look into reshade

>> No.8838403
File: 1.58 MB, 1920x1080, Noir-Thumb-Image.jpg [View same] [iqdb] [saucenao] [google]
8838403

>>8836628
nt mini noir

>> No.8838416

>>8836672
looks great

>> No.8838824
File: 201 KB, 577x577, r6su64u7.png [View same] [iqdb] [saucenao] [google]
8838824

>>8838416
thanks

>> No.8838835

>>8836672
I've always wanted to eat those Cinnamon Toast Crunch blocks.

>> No.8838842

>>8838835
Fuck you anon, now that's all I'll see.

>> No.8838863
File: 3.12 MB, 2880x2160, Kirby Super Star (U) [!]-220422-185009.jpg [View same] [iqdb] [saucenao] [google]
8838863

Here's the s-video version of my guest preset.
I'm basically using composite for NES era, SNES era has s-video, and PS1-era is component.

>> No.8839110
File: 3.86 MB, 2926x2240, Final Fantasy VII (USA) (Disc 1)-220422-203349.jpg [View same] [iqdb] [saucenao] [google]
8839110

Component version.

>> No.8839161

I'm a feller who does not have a CRT and I haven't had one in like 18 years. Just how close to capturing the real thing are these shaders?

>> No.8839173

>>8839161
It's mostly dependent on your display, really.
If it's not bright or high res enough, you'll be far less close to achieving a comparable result. That said, even at lower res/brightness you can get some very nice results with some personal tweaking.

>> No.8839185

>>8839161
There are some that get VERY close in some respects. Purely in terms of recreating things like scanline behavior and phosphor masks, the best shaders have all but nailed it.

However, there are some aspects of CRTs that frankly fall outside the purview of shaders, meaning there's no way to write a shader that will recreate that specific thing. A big one is motion clarity: CRTs are far better than modern sample-and-hold displays at it, so imitating that requires strobing at 120Hz or greater, and software-based black frame insertion isn't the best way to go about it. Another is colors and contrast: most LCDs don't approach that of CRTs, and only OLEDs exceed it. And even if you have a display that has all these things, adding a CRT shader that replicates scanlines, a phosphor mask, AND strobing reduces total light output tremendously, and most displays will be nowhere near what a CRT can output in nits.

So yeah, shaders can only do so much. So far the most accurate one is Sony Megatron, but it requires a really bright 4K or 8K HDR display for best results.

>> No.8839203

>>8839173
>>8839185
Thank you, folks

>> No.8839249

>>8839185
>8k is already a thing
Fucking stop it

>> No.8839308

>>8802571
>>8802586
>>8802571

At least that text is simple bitmapped fomt.

The most noticeable problems happen in GBA games. Many of them have text which is pre-aliased for the small shitty GBA screen. Text aliasing is resolution dependent and when scaled or filtered looks like SHIT and makes my eyes hurt so much. I swear to god.

>> No.8839851

>>8839308
Which game?

>> No.8840007

>>8815907
>>8815914
Apparently, that pattern is what happens when the shader is used on a higher resolution than it's meant to be. The shader is being upscaled with the image and it's breaking the scanlines. There's PROBABLY a shader that doesn't have this problem, but a lot of them misbehave when you increase the core's native resolution past 1x.

>> No.8840085

>>8820113
anon don't ask the forbidden question, you'll destroy the thread!

>> No.8840086

>>8839110
>>8838863
it's looking great

>> No.8840194

>>8839851
Mega Man Battle Network series are the worst example I can think of.

>> No.8840261

>>8818057
What's this game called? I'm interested in the girl, had some fanart of her, thought she was an original character.

>> No.8840271

>>8820747
It’s an attempt to emulate the way a CRT looks.
His statement was accurate.
And he’s right.

>> No.8840275

>>8840261
Typing the first few letters of the image name into google is sometimes a good technique anon.

>> No.8840279

>>8840275
Damn, thought it was just gibberish filename
My brain just filters that shit

>> No.8840290
File: 217 KB, 850x1088, 1650069481225.jpg [View same] [iqdb] [saucenao] [google]
8840290

>>8840261
>>8840275
This is the drawing, by the way, thought I was going insane

>> No.8840331
File: 16 KB, 480x344, spic kot.jpg [View same] [iqdb] [saucenao] [google]
8840331

>>8840290

>> No.8840505

>>8833920
please post your settings. your screenshots are awesome.

>> No.8840507

Is there an SLG that can do complex filtering yet?
I wanna put scanlines on my Switch, figuring an aperture grill mask or whatever might cover up some of the jaggies on Xenoblade.

>> No.8840725

>>8815325
>wanting to destroy your very expensive new tech which will also not be able to do anything like this because of image retention
yeah no

>> No.8840742

>>8835036
Man, I am so glad I found a good CRT and don't have to deal with this shit anymore
I can see what you're going for there but after getting an Xstation and playing on composite, it's just so much better

>> No.8841353

>>8840505
Thanks. I'm still doing some tweaking but I'll post everything once it's complete.
https://files.catbox.moe/wlqebf.mp4

>> No.8841870

>>8840271
>emulate the way a CRT looks
"Emulate" has a specific meaning in programming, and that's not the right term for what you're doing with a shader.

>> No.8841891

>>8841870
>"Emulate" has a specific meaning in programming
Not it doesn't.

>> No.8841941

>>8841891
t. codelet

>> No.8842075 [DELETED] 

>>8801220
I like the idea of filters but I'm still not satisfied with the current offerings. I want actual phosphor blur and afterimages, and we need to move beyond locked 60fps for that.

>> No.8842081

>>8842075
Guest-Advanced incorporates phosphor motion trails. Is that what you're referring to?

>> No.8842085 [DELETED] 

>>8802571
Honestly this looks more like magazine scans than a CRT, which can be nostalgic in its own sort of way, I suppose. Too many shaders focus on the scanlines but end up murdering the color depth and contrast.

>> No.8842114

>>8801361
bait

>> No.8842242

>>8801361
based

>> No.8842269
File: 227 KB, 449x401, 1633907103015.png [View same] [iqdb] [saucenao] [google]
8842269

>>8840725
>LEDs
>image retention

>> No.8842319

>>8842269
So OLED's don't have image retention issues according to you

>> No.8842426
File: 3.69 MB, 1920x1080, RetroArch Screenshot 2022.03.02 - 21.30.44.79.png [View same] [iqdb] [saucenao] [google]
8842426

>> No.8842441

>>8842269
How about you retain some bitches

>> No.8842446

>>8842426
Very nice

>> No.8842450
File: 181 KB, 997x748, 1639469972932.jpg [View same] [iqdb] [saucenao] [google]
8842450

>>8842426

>> No.8842504

>>8840725
>>8842319
MicroLED is not OLED. The LEDs are inorganic and do not burn-in or dim.

>> No.8842523

>>8842504
neither of those statements are true and that is also not what image retention is

>> No.8842545

>>8802521
just fyi, 1440p is not "2k"
https://en.wikipedia.org/wiki/2K_resolution

>> No.8842797

>>8842426
This looks terrible.

>> No.8842964
File: 565 KB, 1707x960, snes9x-x64 2022-04-21 16-29-59.jpg [View same] [iqdb] [saucenao] [google]
8842964

>> No.8842997

>>8842797
*bites your gooch*

>> No.8843013
File: 1.39 MB, 1707x960, snes9x-x64 2022-04-24 00-24-54.jpg [View same] [iqdb] [saucenao] [google]
8843013

>>8842964

>> No.8843017
File: 735 KB, 1275x976, Donkey Kong Country (USA) (Rev 2)-220423-233401.png [View same] [iqdb] [saucenao] [google]
8843017

>>8842964
Hmm

>> No.8843045
File: 1.76 MB, 1707x960, snes9x-x64 2022-04-24 00-41-39.jpg [View same] [iqdb] [saucenao] [google]
8843045

>>8843017
for some retarded reason, retroarch hates blargg and other shaders mixed together, while 9x with reshade on top of it to fix some contrast issues does nice.

also i am taking these screenshots in 4k but integer scaling puts both shader and game in this resolution, which does well.

>> No.8843074
File: 2.17 MB, 1707x960, snes9x-x64 2022-04-24 00-41-39 original.jpg [View same] [iqdb] [saucenao] [google]
8843074

>>8843045
i am starting to think that one of the many reasons of why people never got a nice preset is because many shaders never took denoise as consideration and focused more on raw and sharp image along with some ugly placed bloom.

even image interpolation became smoother after it.

>> No.8844160

>>8842426
looks bad

>> No.8844958
File: 3.65 MB, 1920x1080, RetroArch Screenshot 2022.03.02 - 21.28.24.89.png [View same] [iqdb] [saucenao] [google]
8844958

>>8842426

>> No.8844972

>>8844958
I think it looks great.

>> No.8845004
File: 3.44 MB, 1920x1080, RetroArch Screenshot 2022.03.02 - 21.29.55.89.png [View same] [iqdb] [saucenao] [google]
8845004

>>8844958

>> No.8845008

>>8844958
>>8845004
My issue with curvature at that resolution is the moire patterns, especially if using a slot mask.

>> No.8845024

>>8845008
Curvature is optional

>> No.8845031

>>8845024
I know, which is why it's the first thing I disable if it is enabled by default. That, and halation. Always makes it seem like there's a layer of dust over the screen to my eyes.

>> No.8845046
File: 3.32 MB, 1920x1080, RetroArch Screenshot 2022.03.27 - 20.30.27.16.png [View same] [iqdb] [saucenao] [google]
8845046

>>8845004

>> No.8845175

>>8845046
looks too sharp

>> No.8845184
File: 3.60 MB, 2880x2160, Akumajou Dracula X - Gekka no Yasoukyoku (English v1.021)-220424-160636.jpg [View same] [iqdb] [saucenao] [google]
8845184

>>8845031
I used to be anti-curve too.
But it grew on me.

>> No.8845190

>>8845184
Well yeah, at 4K moire is much less of an issue.

>> No.8845592
File: 3.59 MB, 2880x2160, Final Fantasy IV Namingway Edition (v1.98d)-220424-180639.jpg [View same] [iqdb] [saucenao] [google]
8845592

>> No.8845693
File: 10 KB, 960x540, Castlevania SotN.jpg [View same] [iqdb] [saucenao] [google]
8845693

>> No.8845704

>>8845693
Is this some kind of meta joke about the game?

>> No.8845706

>>8845704
I'm sorry, what? Is the clock tower in a meme now?

>> No.8845718

>>8845706
I'm asking why you posted such a dark screenshot.

>> No.8845720

>>8845718
Is it dark on your display? Looks okay to me.

>> No.8845731
File: 53 KB, 1077x905, wut.png [View same] [iqdb] [saucenao] [google]
8845731

>>8845720

>> No.8845742
File: 95 KB, 1250x742, Richter.png [View same] [iqdb] [saucenao] [google]
8845742

>>8845731
Well, I don't know what's wrong, this is what it looks like on mine.

>> No.8845748
File: 78 KB, 658x543, 1636128830912.jpg [View same] [iqdb] [saucenao] [google]
8845748

>>8845742
I'm being rused, aren't I?

>> No.8845757

>>8845748
I don't think it's going to look any different via upload or screenshot on your display. Whoops.

>> No.8846967
File: 3.12 MB, 2881x2160, lastbld2-220425-044404.jpg [View same] [iqdb] [saucenao] [google]
8846967

>> No.8847559

>>8846967
Such a good fighting game. Too bad nobody gives a shit about it

>> No.8847672

>>8847559
I like it more than most Samsho games.

>> No.8847850
File: 554 KB, 855x759, Basedman.png [View same] [iqdb] [saucenao] [google]
8847850

Shaders/filters are a meme. CRTs are a meme. Pixel perfect emulator on a flat monitor is the superior way to play retro vidya.

>> No.8847881

>>8845748
yes

>> No.8847897

>>8801220
I just got my old tube TV back from mom's place so now I play using that.
But if all you've got is a modern monitor, just stick with absolutely no filters / shaders, use basic mode with "maintain aspect ratio" at all times.

>> No.8847956
File: 2.91 MB, 1920x1080, RetroArch Screenshot 2022.03.02 - 21.37.56.87.png [View same] [iqdb] [saucenao] [google]
8847956

>>8845046

>> No.8847971

>>8847956
This is one of my favorites.
I really, REALLY wish the shader would be posted here.

>> No.8848231

>>8847971
https://mega.nz/file/k1hxmSpS#n1snXv8NW0f_4r3uqYhqrS6sP5UGNWfKj9MSXo8Y34w - shader
https://www.mediafire.com/file/0veovpnw2qwfe95/crt-guest-advanced-ntsc-slotmask+presets+2-26-2022.zip/file - preset

>> No.8848247

>>8848231
Is this intended for 8-bit games or something specific like that?

>> No.8848292

>>8848247
I use arcade preset.

>> No.8848608

What’s a good option for a scanline shader on a VGA monitor to mimic 240p? I don’t really want to splurge on a Retrotink 5x just for scanlines, although I hear they are great. Any good options in Retroarch/Reshade for just simple scanlines?

>> No.8848636

>>8848608
Scantronic 96 PX+

>> No.8849158

>>8848608
Try out the tvout+interlacing preset in the presets folder. It adds pure scanlines as well as parameters for adjusting sharpness, gamma, color, interlacing emulation, etc.

>> No.8849460
File: 3.37 MB, 2886x2160, armwaru-220425-213005.jpg [View same] [iqdb] [saucenao] [google]
8849460

I'm getting sick of shaders.
Soon I'll go back to raw pixels.

>> No.8849775

>>8849158
This is very handy and easily tweakable. Thank you! I like being able to dial in exactly what I need.

>> No.8850028
File: 3.78 MB, 3360x2240, Castlevania Aria of Sorrow - Recolor by JonataGuitar (v1.0)-220426-023427.jpg [View same] [iqdb] [saucenao] [google]
8850028

>> No.8850501

bump