Editing CRT shaders
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[[File:Retroarch_2013-07-22_17-21-17-60.png|thumb|298px|CRT-Geom-Flat, with default settings]] | [[File:Retroarch_2013-07-22_17-21-17-60.png|thumb|298px|CRT-Geom-Flat, with default settings]] | ||
− | CRT | + | Many of these replicate aperture grille CRTs, which have sharp images and strong scanlines. If you find that this doesn't look a damn thing like your old TV, it's probably because you owned a shadow-mask (Slot mask or dot mask) style CRT, which has less noticeable scan lines. The easiest way to tell the difference is to feel the curve of the screen; aperture grilles only curve horizontally if at all, or look at the left and right sides of the glass against the frame. If those sides are curved, it's a shadow mask. If they're straight, it's an aperture grille. Old TVs usually had slot masks, whereas monitors usually had dot masks. Unfortunately, shadow masks require resolutions of upwards of 4K UHD to emulate accurately with no downsampling of the phosphor grid, so all we have for the time being are aperture grille shaders for current display resolutions. |
− | + | Use integer scaling. This means either using windowed mode (x2,x3,x4) or setting an integer scaling option in the video options. The reason is that non-integer scaled scanlines will result in uneven lines with artifacts, though some shaders use oversampling to try to avoid this. | |
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==Download== | ==Download== |