I'm still playing on a sony trinitron kvb aperture grill crt and nothing looks remotely like my crt only my preset is starting to look like my tv. What a horror try the basic royal crt preset? or kurozomi supposedly the closest to a tv crt? on 4k tv. The retroarch preset looks nothing like a consumer crt sony or other, they take all the worst defaults of the crt and compile them in a shader I would like to think that after the obvious goal of perfect emulation, and the less obvious goal of highly detailed cabinet representation, the project of accurately documenting (and reproducing) video games of the past will ultimately turn to genuine display representation, which, for the time being at least, is a facet that is currently in the "any superficial effort is good enough" phase. Subtle differences nonetheless dictate similar differences in any idealized shader. They're the same sorts of tubes you find in consumer TVs, as those were cheap and plentiful, with RGB-based control boards and (sometimes) broken-out adjustment pots. Have to wonder about its origin, and particularly why nothing like that seems to be available in the not inconsiderable allotment of filters that RetroArch is packaged with. The Snes9x example is interesting though. Shadow mask of a typical home TV absolutely can be meaningfully realized with a 4K display, especially in cases like mine, where I sit two feet away from a 55 inch display and probably won't achieve "retina" detail even when 8K becomes the norm. Real talk, though, those details just get crushed by the subpixel structure of your monitor if you just try to draw them big and then ensmallen them later But I'm hoping to move things even further along that scale. Without question, emulating these systems with at least scanlines and some CRT-like barrel stretching brings things closer to real than the straight up digital squares or bilinear filtering that emulators traditionally default to. Something that does more than simulate the matrix of a CRT, but actually takes a stab at reproducing the kind of imperfect output you tended to get from these old consoles (Atari 2600, Odyssey2, etc.) Mild ghosting, maybe some temporal effects like what you see with that NES example I linked. Shrug.īut yeah, I'm looking for something that is as exacting as that. Even if you're using it on an emulated NES. For example, there are NES filters that succeed in providing that weird diagonal artifacting that was typical of NES output, but also for whatever reason change the colors, effectively ruining the entire endeavor. This is all beyond me! I usually just pick shaders in retroarch and it figures everything out for me, haha.I've taken a gander at the state of filters in RetroArch (well, presumably anything that uses GLSL etc.) Results are impressive nowadays. 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). 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. 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). 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. 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). 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.
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