Keep in mind I'm looking at a 42" 1080p lcd, sitting approximately 4.5ft / 1.4m from it. Mask_sample_mode 1.00 (0.00 is much too raw/sharp, I mean phosphors look too big and obvious compared to the real thing) Levels_contrast 1.11 (little boost, facultative)ĭiffusion_weight 0.00 (no halation at all)īloom_underestimate_levels 0.18 (spot is much thinner than default but still a bit plump)īeam_max_sigma 0.18 (more pronounced scanlines)īeam_max_shape 2.00 (looks better with this at minimum value, for some reason)īeam_horiz_filter 2.00 (seems like a kind of horizontal smoothing, so the phosphors blend slightly more together) So I've been aiming at something closer to what my Sony Trinitron Wega KV-29LS35B actually looks like, and this is where I am right now ĭisplay: 1080p 42" AMVA (Sony W6) with maxed-out backlight and contrast levels both MD/GEN are choppy, laggy, whatever my sync settings, i don't get it. tweaking size/overscan to adjust scanlines alignment/thickness without having to use 'integer scaling'. Two issues I haven't found a solution for yet Minimizing the three 'border' settings got rid of borders/corners without having to disable pass 12 (disabling that pass makes things much too dark so it's best to leave it on even if it's kind of useless). 240p shmups in MAME.ĮDIT: well the minus with 0.00 is that it's not as good during movement as it blurs things a bit too much. the SNES, and 1.00 (mipmapped) to look sharper and best suited for i.e. I find 0.00 (lanczos) to actually render blurrier/'fatty' scanlines more suited for i.e. So, in my eyes the best thing to do is to pick a sample mode by emulated system and personal preference. Mask_sample_mode 1.00 or 0.00 (sharper or blurrier, depending on the emulated system and taste) Mask_type 0.00 (much better looking aperture grille) Many phosphor/triad details just get blended away when things are moving so of course the screenshots don't tell everything.ġ./ Load Shader Preset > crt-royale.cgpĭiffusion_weight 0.04 (less obvious halos)īloom_underestimate_levels 0.70 (taming the sometimes blinding bright spots)
![retroarch border shaders retroarch border shaders](https://i.imgur.com/pRthM8i.png)
See the pic below, sometimes scanlines show that 'oval spot series' shape (many parts of the boss) when other still look rather blocky (the ship and more particularily the 'menus').
![retroarch border shaders retroarch border shaders](https://i.ytimg.com/vi/PdJXYA8Wmj4/maxresdefault.jpg)
But it really depends on the source, i.e Deathsmiles and Progear look better than Thunder Force IV or Axelay with the same settings. Mask_triad_size_desired 3.00 -> 2.00 would be nice maybe if my flat panels had absolutely perfect response times, but they don't so 3.00 looks bestĬompared to default settings this looks much cleaner and more realistic on a 1080p display. Mask_sample_mode 1.00 -> made things much better indeed Mask_type 0.00 -> I'm not a fan of the messy dotty look of type 1 So, I've managed to find 'starting' parameters I kinda like īloom_underestimate_levels 0.70 -> was almost blinding. Well I can live with it but it'd be better without.
![retroarch border shaders retroarch border shaders](https://4.bp.blogspot.com/-DHvD3jpAnv4/UFIzb5LU5HI/AAAAAAAABXo/ggWwloqLX9o/s1600/rgb-flat.png)
Playing R-Type Delta without that border pass was almost impossible (way too dark). One thing that's a bit annoying is when I disable the border/corner effect (pass 12 of crt-royale) everything becomes significantly darker and I can't get around the issue just using the gamma and contrast parameters.