Shader presets: Difference between revisions

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|Only popular, well-regarded shader presets are listed here. Specific .slangp presets were chosen for consistent comparison; related presets may work as alternatives. See the [[Future of CRT simulation]] page for more context, and please do not add individual shaders (.slang files) to this table — use the [[Shaders_and_filters]] page for that.
|Only popular, well-regarded shader presets are listed here. Specific .slangp presets were chosen for consistent comparison; related presets may work as alternatives. See the [[Future of CRT simulation]] page for more context, and please do not add individual shaders (.slang files) to this table — use the [[Shaders_and_filters]] page for that.
Note that some of the shaders and filters listed below are already included in the chain for certain shader presets, or are available as an enhancement/adjustment option — such as digital vibrance — in your GPU driver control panel or your digital [[Displays|display]] OSD. These can cause color clipping, exposure issues (from applying excessive digital adjustments to the image), and [[input lag]], so it's best to avoid using color or excessive image filters. You can, however, use an [[Displays|analog device/CRT]]'s OSD adjustments. Another good option is the RTX Dynamic Vibrance option (see [[Future of CRT simulation#AI-powered filters]]) to avoid color crushing, and on top of that, using an HDR device with [[High dynamic range#Inverse tone mapping|inverse tone mapping]].
Note that some of the shaders and filters listed below that included in the chain for certain shader presets are available as an enhancement/adjustment option — such as digital vibrance — in your GPU driver control panel or your digital [[Displays|display]] OSD. These can cause color clipping, exposure issues (from applying excessive digital adjustments to the image), and [[input lag]], so it's best to avoid using color or excessive image filters. You can, however, use an [[Displays|analog device/CRT]]'s OSD adjustments. Another good option is the RTX Dynamic Vibrance option (see [[Future of CRT simulation#AI-powered filters]]) to avoid color crushing, and on top of that, using an HDR device with [[High dynamic range#Inverse tone mapping|inverse tone mapping]].


Beyond the characteristics compared below, real CRTs exhibit other behaviors — beam spot asymmetry, brightness-dependent beam widening, dynamic phosphor saturation, interlaced field artifacts (e.g. line twitter), chroma/luma delay misalignment, dot crawl phase drift, analog signal ringing, glass diffusion and refraction, magnetic purity errors, and warm-up drift. These are generally niche, experimental, or impractical to simulate in real-time presets, and are listed for reference only.
Beyond the characteristics compared below, real CRTs exhibit other behaviors — beam spot asymmetry, brightness-dependent beam widening, dynamic phosphor saturation, interlaced field artifacts (e.g. line twitter), chroma/luma delay misalignment, dot crawl phase drift, analog signal ringing, glass diffusion and refraction, magnetic purity errors, and warm-up drift. These are generally niche, experimental, or impractical to simulate in real-time presets, and are listed for reference only.