Shader presets: Difference between revisions
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=== Disclaimer === | === Disclaimer === | ||
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|Only popular, well-regarded | |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 [[#CRT|CRT Shaders]] section instead. | ||
Note that some of the shaders and filters listed below are already included in the chain for certain | 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]]. | ||
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. | ||
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==== [https://forums.libretro.com/t/sony-megatron-colour-video-monitor/36109 Sony Megatron (HDR)] ==== | ==== [https://forums.libretro.com/t/sony-megatron-colour-video-monitor/36109 Sony Megatron (HDR)] ==== | ||
These presets/shaders are intended to rely heavily on the [https://www.rtings.com/monitor/tests/picture-quality/peak-brightness#our-tests luminance performance] of your display rather than the performance of your graphics card. As such, you will need a bright display, preferably DisplayHDR 600, though some SDR screens — laptop screens in particular — do get bright enough. A DisplayHDR 1000 display will really have the headroom to cope with some of the higher-end PVMs, etc. See the [[#Display Hardware Requirements]] section for more information. | These presets/shaders are intended to rely heavily on the [https://www.rtings.com/monitor/tests/picture-quality/peak-brightness#our-tests luminance performance] of your display rather than the performance of your graphics card. As such, you will need a bright display, preferably DisplayHDR 600, though some SDR screens — laptop screens in particular — do get bright enough. A DisplayHDR 1000 display will really have the headroom to cope with some of the higher-end PVMs, etc. See the [[Future of CRT simulation#Display Hardware Requirements]] section for more information. | ||
==== [https://forums.libretro.com/t/haris-1080p-shaders-presets-screenshots/43734 Hari's 1080p Shader Presets] ==== | ==== [https://forums.libretro.com/t/haris-1080p-shaders-presets-screenshots/43734 Hari's 1080p Shader Presets] ==== | ||
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* [https://www.mediafire.com/file/5qrnzttwmoib3ym SDTV Experience Preset] | * [https://www.mediafire.com/file/5qrnzttwmoib3ym SDTV Experience Preset] | ||
** This shader chain specifically tuned to recreate the authentic look of the [[#Late_Analog_.26_Early_HD_Eras_.28SDTV.2C_EDTV_and_1080i.29|late analog/early digital television era]] as experienced on consumer standard-definition CRT televisions during the fifth to sixth-generation console period and into the early HD transition. Unlike presets focused on ≤4th gen console system's 240p-style scanline blending, excessive focus on bloom, phosphor and mask or other aspects of visual aesthetics, this chain prioritizes cable and signal simulation (primarily emphasizes visual characteristics typical of NTSC composite RCA connections and signals): bandwidth-limited composite artifacts, subtle signal noise, and gentle CRT-like behavior appropriate for standard-definition content. The preset also bundles optional tools for [[Sound and audio#Ambient sounds simulation|CRT audio simulation]] (e.g. aperture grille buzz, yoke hum, flyback whine etc). You'll need a reasonably modern GPU (GTX 960 or better) for this. An old office PC from 2010 isn't going to cut it for 480p system emulation plus the SDTV Experience preset. Currently, this preset is solely focused on 1080p displays. If you use a display other than 1080p, you will need to manually adjust the shader parameters yourself. Make sure to check out the readme.txt first! | ** This shader chain specifically tuned to recreate the authentic look of the [[Shaders,_presets,_and_filters#Late_Analog_.26_Early_HD_Eras_.28SDTV.2C_EDTV_and_1080i.29|late analog/early digital television era]] as experienced on consumer standard-definition CRT televisions during the fifth to sixth-generation console period and into the early HD transition. Unlike presets focused on ≤4th gen console system's 240p-style scanline blending, excessive focus on bloom, phosphor and mask or other aspects of visual aesthetics, this chain prioritizes cable and signal simulation (primarily emphasizes visual characteristics typical of NTSC composite RCA connections and signals): bandwidth-limited composite artifacts, subtle signal noise, and gentle CRT-like behavior appropriate for standard-definition content. The preset also bundles optional tools for [[Sound and audio#Ambient sounds simulation|CRT audio simulation]] (e.g. aperture grille buzz, yoke hum, flyback whine etc). You'll need a reasonably modern GPU (GTX 960 or better) for this. An old office PC from 2010 isn't going to cut it for 480p system emulation plus the SDTV Experience preset. Currently, this preset is solely focused on 1080p displays. If you use a display other than 1080p, you will need to manually adjust the shader parameters yourself. Make sure to check out the readme.txt first! | ||
<gallery position="center" captionalign="center" widths="320px" heights="240px"> | <gallery position="center" captionalign="center" widths="320px" heights="240px"> | ||
Blades_with_SDTV_Experience_Preset_-_Xenia_Edge.JPG|[[Xbox_360_emulators#Dashboard_and_apps|Blades dashboard emulation]] running in 480p, [[#Quick_Reference|SDTV Experience Preset]] using Xenia Edge emulator. | Blades_with_SDTV_Experience_Preset_-_Xenia_Edge.JPG|[[Xbox_360_emulators#Dashboard_and_apps|Blades dashboard emulation]] running in 480p, [[Shaders,_presets,_and_filters#Quick_Reference|SDTV Experience Preset]] using Xenia Edge emulator. | ||
SDTV_Experience_Preset.webp|FIFA 06 gameplay running in 480p with the [[#Quick_Reference|SDTV Experience Preset]] on the Xenia Edge emulator. | SDTV_Experience_Preset.webp|FIFA 06 gameplay running in 480p with the [[Shaders,_presets,_and_filters#Quick_Reference|SDTV Experience Preset]] on the Xenia Edge emulator. | ||
</gallery> | </gallery> | ||