Image advance color rec2020 ( or native) not rec709 or smpte etc. Game color normal ( not hot1 or hot2 etc.) Luminosity 70 or 80 ( no bfi for photos contrast 60? you see) Then i try to recreate a sony kvb trinitron aperture grill crtĪs I have the active bfi my shader compensates for the 30 or 40% light loss I have been working for over a month on a shader preset for retroarch on 4k oled tvfor me the scanline are inneficacce on a modern tv, it doesn't filter the image in movement, the scanline disappear in shader, on crt in 240p it's not a problem because each pixel is in its place, on a modern tv 1080p or 4k the scanline in vertical movement won't filter your games anymore. 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. I've taken a gander at the state of filters in RetroArch (well, presumably anything that uses GLSL etc.) Results are impressive nowadays.
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