Reshade, i guess.
Great to hear. Always on the lookout for those, particularly with a 1080P TV.Like easymode's shaders, this one scales well to non-integer values.
Yeah the new default looks good. I'm switching back and forth between this and Royale. They both look great!
There is a screenshot option in the Retroarch quick menu.
Update your Slang and other shaders. I found it inside the CRT folder.
It's F8 by default and will save to "RetroArch\screenshots". You can remap it under Settings, Input, Input Hotkey Binds, Take screenshot.
Even on my 1440p monitor it's nice since I like having the overscan cropped off. 224 doesn't multiply evenly into 1440 like 240 does :IGreat to hear. Always on the lookout for those, particularly with a 1080P TV.
More crt-guest-dr-venom (mask type 3, afterglow off, integer scale off):
Kirby's Adventure:
Kirby's Dreamland 3:
Like easymode's shaders, this one scales well to non-integer values.
Yeah, I made it my new default for most cores. It's a bit heavier and darker than the easymode shaders, but the more pronounced scanlines, shadow mask and glow effects look really nice.Think this might be my new favourite shader, was using Easymode before ths
Yeah, I made it my new default for most cores. It's a bit heavier and darker than the easymode shaders, but the more pronounced scanlines, shadow mask and glow effects look really nice.
I've made it the default for most of mine, too. Would you care to share your settings for it?Yeah, I made it my new default for most cores. It's a bit heavier and darker than the easymode shaders, but the more pronounced scanlines, shadow mask and glow effects look really nice.
It scales well to non-integer unlike Royale, but doesn't have quite as many options (still more than most other shaders). One of the mask types looks like a slot mask, which is more like Royale's default look. I prefer the Lotte's shadow mask though. GTU seems to be going for a blurry composite look by default, which isn't my thing, but I never messed around with it's parameters to see what else it can do.
I change mask type to 3 (Lotte's shadow mask, similar to arcade monitors) and turn off afterglow (makes bright objects have a trailing effect against dark backgrounds, but I don't really like that kind of motion blur effect).I've made it the default for most of mine, too. Would you care to share your settings for it?
BTW I'm not that up with technical capabilities of shaders, would there be any way to give this shader the effect of blurring so dithered colours on the Genesis would appear less sharp? I'm guessing not, just throwing it out there :)
On my GTX 970 paired with a 2500k OCed to 4.4GHz, an unlocked framerate (press spacebar) on Ape Escape's title screen running on Beetle PSX SW hovers around 147FPS with guest, while it's around 161FPS with easymode-halation. So it's a bit slower, but might be fine. I'm using the Vulkan video driver with the slang versions of the shaders, which might be helping performance a little too.How feasible is the new hotness (guest-dr-venom) on something that doesn't have much GPU horsepower?
crt-easymode-halation is perfectly fine on GPD Win 2, does eat some battery life, but certainly runs at 100% speed.
I've never heard of this, but I'll definitely check it out!There is a dithering shader called gdapt specifically made for Genesis, but you'd have to figure out how to add it's passes to the crt-guest-dr-venom preset to combine them.
I like "handheld\gameboy-pocket" for GB and "retro\retro-v2" for GBC/GBA/GG/NGPC. There are variations of the gameboy shader that look like the original DMG and the GB Light too. And versions with borders in "handheld\console-borders".Rediscovered this thread; awesome! What shaders can you guys recommend for the original non-color Gameboy and what for Gameboy Color games?
It scales well to non-integer unlike Royale, but doesn't have quite as many options (still more than most other shaders). One of the mask types looks like a slot mask, which is more like Royale's default look. I prefer the Lotte's shadow mask though. GTU seems to be going for a blurry composite look by default, which isn't my thing, but I never messed around with it's parameters to see what else it can do.
Thank you, somehow I missed that shader folder. WIll try out!I like "handheld\gameboy-pocket" for GB and "retro\retro-v2" for GBC/GBA/GG/NGPC. There are variations of the gameboy shader that look like the original DMG and the GB Light too. And versions with borders in "handheld\console-borders".
Yeah, that's what I use.
Load up a game in a core, then open the menu with F1, go to Shaders, load the preset you want for the core and "Save Core Preset".Say is there an easy way to have per-core shader configs in Retroarch?
Yeah, that's what I use.
Load up a game in a core, then open the menu with F1, go to Shaders, load the preset you want for the core and "Save Core Preset".
I wrote a slotmask shader, here are the results (super zoomed image I took on my phone from my monitor, looking at it from afar you wouldn't so clearly see the slotmask pattern). I built the shader with my JVC CRT sitting right next to my computer monitor and looking back and forth till I got it literally as close as possible to the real thing. It's written to be used with RetroArch. I intend to submit it to the repository at some point.
Click on the GIF for the smooth, better quality version :)
Well, you could do what I do and add video_shader = ".\shaders\path\to\shader" to override configs in "RetroArch\config\corename\corename.cfg". I still do most of my configuration manually by editing text files.Sadly that only works until I restart Retroarch, after that everything uses CRT Royale again.
Yup! I'm no expert, but all I do is fire up a game with that core, go into the menu and under shader options choose "Save as core default" or "Save as core override (I can't remember which specifically). If you want different shaders for the same core, put the ROMs into different directories and you can save shader settings per directory/folder.Say is there an easy way to have per-core shader configs in Retroarch?
It's exactly what I'd been looking for! The only ones I'd seen had affected the whole screen and in general, while giving the right effect looked like shit overall. But something that just affects dithering and works prior to other filters (hopefully) it's perfect.It's a pretty neat algorithm that automatically detects certain dither patterns and blends them together into new pixels with the average color of the two, without compromising the overall image quality nearly as much as a blurred output. In rare cases it might produce some weird looking artifacts but for the most part it works precisely as intended.
Well, you could do what I do and add video_shader = ".\shaders\path\to\shader" to override configs in "RetroArch\config\corename\corename.cfg". I still do most of my configuration manually by editing text files.
But the per core shader thing from the menu should work. I just tested it and exited and relaunched RetroArch, loaded the core and it was using the shader I set for it rather than the global one. Does it say it saved successfully when you "Save Core Preset"? Maybe you have some kind of write permission problem. It should save the preset file under "shaders\presets\corename\corename.slangp".
Yup! I'm no expert, but all I do is fire up a game with that core, go into the menu and under shader options choose "Save as core default" or "Save as core override (I can't remember which specifically). If you want different shaders for the same core, put the ROMs into different directories and you can save shader settings per directory/folder.
Install it somewhere you have write permissions (not Program Files), and the menu method should work.Sadly the UI method doesn't even create a corename folder for me under presets, I'll do a reinstall of Retroarch over the weekend and if that doesn't work I'll try the manual method!
Install it somewhere you have write permissions (not Program Files), and the menu method should work.
I wrote a slotmask shader, here are the results (super zoomed image I took on my phone from my monitor, looking at it from afar you wouldn't so clearly see the slotmask pattern). I built the shader with my JVC CRT sitting right next to my computer monitor and looking back and forth till I got it literally as close as possible to the real thing. It's written to be used with RetroArch. I intend to submit it to the repository at some point.
Click on the GIF for the smooth, better quality version :)
I wrote a slotmask shader, here are the results (super zoomed image I took on my phone from my monitor, looking at it from afar you wouldn't so clearly see the slotmask pattern). I built the shader with my JVC CRT sitting right next to my computer monitor and looking back and forth till I got it literally as close as possible to the real thing. It's written to be used with RetroArch. I intend to submit it to the repository at some point.
Click on the GIF for the smooth, better quality version :)
That looks amazing! :D Will it require a 4K resolution to work properly or is 1080p acceptable?
I have it running on my switch at 720p and it looks decent. The gif I posted above is on my computer running @1440p. I imagine 1080p should look OK.
Techniques=FilmGrain2,FilmicAnamorphSharpen,GeomCRT,ChromaticAberration
TechniqueSorting=FilmGrain2,FilmicAnamorphSharpen,GeomCRT,ChromaticAberration
[FilmGrain2.fx]
grainamount=0.009000
coloramount=1.000000
lumamount=1.000000
grainsize=2.500000
[FilmicAnamorphSharpen.fx]
Strength=0.833000
DepthMaskContrast=128
Coefficient=1
Offset=2.000000
DepthMask=0
Clamp=0.960000
Preview=0
[CRTGeom.fx]
texture_sizeX=1280.000000
video_sizeX=1280.000000
texture_sizeY=360.000000
scanline_weight=0.360000
video_sizeY=720.000000
d=3.000000
CRTgamma=2.350000
R=10.000000
monitorgamma=2.050000
CURVATURE=1.000000
cornersize=0.030000
cornersmooth=1000.000000
x_tilt=0.000000
y_tilt=0.000000
INTERLACED=1
overscan_x=100.000000
overscan_y=100.000000
DOTMASK=0.000000
SHARPER=3.000000
lum=0.000000
interlace_toggle=5.000000
OVERSAMPLE=1
[Prism.fx]
SampleCount=6
Aberration=1
Automatic=1
Curve=1.015000
Here's my config that I used for Cosmic Star Heroine:Does anyone have recommendations for CRT shaders that work correctly in ReShade?
KeyAdvancedCRT=0,0,0,0
KeySMAA=0,0,0,0
Techniques=AdvancedCRT
TechniqueSorting=AdvancedCRT,SMAA
[SMAA.fx]
EdgeDetectionType=1
EdgeDetectionThreshold=0.085000
MaxSearchSteps=98
MaxSearchStepsDiagonal=16
CornerRounding=0
DebugOutput=0
[CRT.fx]
Resolution=3.000000
Curvature=0
Gamma=2.200000
Brightness=1.600000
MonitorGamma=2.400000
ScanlineIntensity=2
CornerSize=0.001000
ScanlineGaussian=1
CurvatureRadius=1.500000
ViewerDistance=2.000000
Angle=0.000000,0.000000
Overscan=1.000000
Oversample=0
Thanks for the suggestions.Here's my config that I used for Cosmic Star Heroine:
But that was before someone ported the Sonic Mania shaders (CRT_Yee64 and CRT_Yeetron) - those two are your safest bet now, I'd imagine,Code:KeyAdvancedCRT=0,0,0,0 KeySMAA=0,0,0,0 Techniques=AdvancedCRT TechniqueSorting=AdvancedCRT,SMAA [SMAA.fx] EdgeDetectionType=1 EdgeDetectionThreshold=0.085000 MaxSearchSteps=98 MaxSearchStepsDiagonal=16 CornerRounding=0 DebugOutput=0 [CRT.fx] Resolution=3.000000 Curvature=0 Gamma=2.200000 Brightness=1.600000 MonitorGamma=2.400000 ScanlineIntensity=2 CornerSize=0.001000 ScanlineGaussian=1 CurvatureRadius=1.500000 ViewerDistance=2.000000 Angle=0.000000,0.000000 Overscan=1.000000 Oversample=0
I ran a few tests, and it seems that these shaders look best in PCSX2 set to the full horizontal rendering resolution and half the vertical rendering resolution.Does anyone know how to properly set up CRT shaders with Reshade on PCSX2? I'm trying to get Nocturne looking good, and I'm using those ported retroarch shaders posted earlier, but I just can't figure out what combination of resolutions to put in in the settings to get any of these shaders looking proper. The closest I can get is with Lottes, but even then I don't know if it looks 'right' or just 'good' (I guess I shouldn't care, but I still would like to know what I'm doing wrong with the others).
Most of the shaders give options like Screen Width and Height and Frame Width and Height, and it even gives a tooltip with Frame Width and Height saying that if you're using an emulator you should set it to the Emu video frame size. I don't totally know what that is unless it's specifically what resolution you have the literal output at? Nocturne renders at 512x448, I have it stretched to 640x480 then I'm using a double sized window to display it at 1280x960 (since PCSX2 doesn't have an integer scaling option for fullscreen). What settings should I use for Screen Width and Height and Frame Width and Height to make everything play nice? Almost every CRT shader ends up with wonky scanlines or weird colors no matter what I do. If I keep them at 320x240 for everything some of them look not terrible, but text is almost unreadable because the scanlines are too frequent for the resolution I'm at (I assume).
Thanks if anyone can help. This is all beyond me! I usually just pick shaders in retroarch and it figures everything out for me, haha.