Do you ever use filters/shaders for your games /vr/?
I've seen this wonderful screen millions of times in my life. It's not supposed to look like that. Get a real TV already.
>>8360713How is it supposed to look then?
>>8360780like on a real tv
>>8360782But what if I'm using an HD monitor instead?
>>8360890don't, get a crt and a converter
I have a Princeton Graphics 27" VGA 800×600 "presentation monitor". The forbidden pleasures I feel applying CRT filters to retroarch on a CRT are beyond compare.
>>8360702I used to but I've come to appreciate the simplicity of not bothering. I just have sharp bilinear as my default for all emulators now.
>>8360702Always. Based retroarch.
>>8360782Do you have any idea how many different CRT TVs and looks there were? I bet if OP had worded his post the same way but using the picture from a real TV, you'd still have said it looks wrong
>>8361154im not saying it looks wrong, to me it might even look exactly the same like a crt, i emulated on pc and had it connected to some old panasonic crt with a vga to comp converter and it was cool, to me sitting in front of an old tv is part of experience, some might say that shaders might ever look real crt, maybe but i dont know much about it but still playing on a big ass tv is more fun to me, and and the end whatever works for you is good enough but for me? the tv with a phat ass is part of the game :))
>>8361168*shader might never look like crt sorry i made mistake
>>8360702I use the ones on the retrotink 5x. I like the aperture grill shader with a notch filter and Pre-Emph -3
>>8360702Is this better than OP's screenshot?
>>8361252How did you get it to look like that?
>>8361252What resolution are you running that in?
>>8360702No, I play on original hardware as it's supposed to
>>8361521>No, I play on original hardware as it's supposed to
>>8361482Default 1x resolution. Mupen64plus with parallel on Retroarch.The shader is NTSC + sharpen + CRT Geom
>>8361575that would be a Tpbp(Twentieth post best post)
>>8361252>>8361852 While that looks nice and comfy on a static image, in motion the game looks like shit at native resolution with the filters you've applied
>>8360702I use a actual CRT TV with my emulators.
>>8361154Just shut up.The OP's image barely even looks like a shader.>>8361168>:))Shut the fuck emojifaggot
>>8362492Shut up retardIt looks the same in motionStop spreading bullshit
>>8362518I absolutely love using the Wii for emulation because it can output native 240p without any hassle and it looks phenomenal on a CRT. I'm looking forward to moving out of my tiny studio apartment into a place where I'll have room for a CRT again. I'm so low on space I can't even have my little 15" permanently set up anywhere. It stays in my closet and occasionally gets brought out onto my table for longer game nights.
>>8362634Yeah bro looks amazing lol
don't mind me, just playing the GBC the way the developers intended
>>8361252>looks like a deliberate, cohesive image>>8360702>ugly clipart dropped onto a backgroundN64 in HD is always hideous.
>>8362654This is disgusting. You fags are close to making me fire up my crt and N64, but I don't want to. If I see another screenshot I may lose my mind and be forced to.
Just like I remember
>>8363292>>8363303You're killing me
>>8363292What shader is this?
>>8361252Yes, because no stupid badmulation black graphical outlines. >>8360702
>>8362629u mad? :)))
>>8362641I just use a VGA dongle to output 15kHz 240p/60Hz to a real CRT TV with RetroarchCombining high performance emulation with real CRT TVs
Did anyone ever make a Game Boy border shader using the design of the Game Boy from the box art? I remember a long time ago someone on /vr/ saying they were working on one but I never saw it.
>>8363303>>8363292That looks kinda nice
>>8364094That looks great. I meant the border though, reflecting the neon design. It would work really well with the one you posted though.
>>8364694give me one day
CRTniggers don't understand it's the video signal that makes old games look like not-shit
>>8363703Does that even work
>>8361252>>8363292>>8363303these niggas get it, what's the setup?
>>8365640NTSC adaptive + sharpen + CRT Geom
>>8360702when you are doing this to the game what purpose does the CRT filter serve
>>8366230It's impressive that OP completely missed the point of CRT filters
>>8366309What's the point?
>>8366317i would say getting low resolution artwork shown at the correct resolution
all I want is a modern gpu with component out...
>>8366438Just use your console's component out
>>8363292>>8363303What shader are you using for this?
>>8366450i dont have $430,000 usd to buy a console...
>>8366438Just use a raspberry pi.
>>8366515>trash noisy composite with awful audio>worse than composite on a real console>also it's a rpi so shitty compromised emulators for "performance" and can't even run later consoles in a playable state
>>8366526>I have no idea what I'm talking aboutokay
>>8363292>>8363303Ok this is epic.
>>8366553I know you don't. Personally, I own 3 RPis so I do. The composite out is shit.
I only use a CRT shader when I'm using non-square pixels
Any improvements made to shaders lately?
>>8365205It's both, the CRT and it's pitch and which signal you use.
>>8365336Why shouldn't it? It's no different than a onboard VGA DAC at that point. >>8366438Which component? YPbPr or RGBS? Since the latter is easy, the first one requires a VGA to YPbPr converter though.
>>8366701How's the input lag on that setup?
>>8367193Considering there's no active conversion and it's all analog the whole path, no different than normal VGA, aka instantaneous. Unless you're talking about VGA/RGBS to YPbPr, then depends on the converter.
>>8362940How's Tetris look on that?
>>8360702Since I got myself a modern computer I've now taken the full memefilter pill. CRT-Royale looks great at 1080p but I think I need more resolution to make it have any effect on higher res games.
>>8367975An example of high res, at 1080p it just looks like vertical lines running along the screen, not enough to show distinct scanlines. Though from a distance it still looks good.
The only problem is that royale looks awful on BSNES, since the emulator outputs everything at double the native resolution for some reason.
>>8368002BSNES-Mercury output for comparison. I've just stuck with this core even though I feel like I'm wasting a good machine by not using the main BSNES.
>>8367975There's still a lot you can do at 1080p with the right configs.
>>8368002For snes9x I prefer xm29plus. Royale is a fine one-size-fits-all shader but feel like it only shines on PS1.
>>8365616>>8366454>>8366556Sorry for the late response. It's HSM Mega Bezel (doesn't come stock, you'll have to google it, not hard to find). It's not the base setup though, has some custom work done to it. If you download the "presets and examples" pack for the shader, there's a "Royale clone" preset that's pretty close. Messing with it from there can get you great results
>>8360702It's a cool gimmick, but the biggest benefit of CRTs comes from perfect motion clarity and no additional latency.
>>8368106>no additional latencyModern TV's have almost no addition latency compared to CRT's. My OLED in game mode has 11ms of display latency, compared to a CRT's ~8ms. That's less than 1/5th of a frame of difference
>>8368256CRTs have no input/processing latency, the only latency they have is bream draw time to complete a complete frame. Your "8ms" is absolute bullshit. The problem is that most panels are only low latency at high refresh rates, but this being /vr/, we care about 60 Hz only and CRTs only take 16ms total from the frame starting to be drawn to be done with it (at 60 Hz), this includes the input/processing latency. CRTs quite literally can change what the beam drawn on the fly from data from the video source, there's no extra delay. The best panels we have take around 4ms input/processing latency and then whatever the frame takes. This does not include GtG times though which can be much worse. So in the end you just end up with blurry motion and higher total latency, specially at 60 Hz. (input as in video signal, not controller etc.)
>>8362940colour is too vibrant, but otherwise accuratemaybe lower the saturation
>>8368278If a CRT takes time to draw a frame from top to bottom, how is that not input to display latency?
>>8368309Because technically the second you send a signal to a CRT, the beam changes, instantly without any additional latency, same does not apply to pixels on a panel. So the input latency is 0. As stated in the post, CRTs only have frame draw time, but so does every other display technology.
>>8368317Right, but I'm strictly concerned with, given original hardware, the amount of time it takes for input to directly translate to a response on a screen. Obviously this is different per game, but I mean in general. If it takes a CRT Xms to draw a frame, given no additional latency, I'd say a CRT as Xms of delayFor my TV that's 11ms. That includes processing. That time to physically draw the frame. Just 11ms.
>>8368329>For my TV that's 11ms. That includes processing. That time to physically draw the frame. Just 11ms.At 60 Hz and 60 FPS you literally can't switch between two frames faster than 16ms, physically impossible.
>>8368284DQ I guess
>>8368329>11msCRTs are sub 1ms. Even good LCDs can get 1ms response times. OLEDs I think are the only screens faster than CRTs due to they're draw time being basically 0ms.
>>8360702depends on the game. For 3D ones I tend like smoothing filters more. Also, for whatever reason CRT filters look like shit in screenshots even if they look good on your screen.
>>8371389You're saving them as jpgs, of course they'll look worse.
>>8371389Man, right looks nice
>>8368256Latency is rather vaguely defined when it comes to monitors. 11ms is ambiguous as we don't know what method was used to arrive at that value. The problem stems from the fact that in the common case, a frame is scanned out line by line over the entire frame period, so for 60fps it takes 16ms to send the entire frame to the monitor, and as such the absolute minimum amount of time possible for the entire frame to be displayed is 16ms.A CRT has 0ms of additional latency above scan-out time. But we don't know what 11ms means in the case of the OLED, does it mean 11ms in addition to the scan-out time, does it mean 11ms absolute time to the middle of the display? It can't be 11ms to the end of the frame since that is less than the 16ms minimum. I would expect that its 11ms in addition to the scan-out time as that gives the best numbers for the specs.