Editing CRT shaders
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− | [[File: | + | [[File:Crt-geom.png|thumb|170px|crt-geom-flat]] |
− | CRT | + | ====Download==== |
+ | CRT Download links here. | ||
− | + | ==Overview== | |
− | + | 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 style CRT, which has less noticeable scanlines (the easiest way to tell the difference is to feel the curve of the screen; aperture grilles only curve horizontally if at all). Unfortunately, shadow masks require resolutions of upwards of 3000x4000 to emulate accurately, so all we have for the time being are aperture grille shaders. | |
− | + | 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. | |
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− | + | ==CRT Geom== | |
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+ | ===Tweaking=== | ||
+ | Place here all the coding used to tweak CRT Geom. | ||
+ | ===CRT Monitor variant=== | ||
− | + | If you're using a CRT monitor, you can use [http://www.mediafire.com/download/6ygh7saafpn7gm0/CRT-Geom_for_CRT_monitors.7z these] variants of CRT-Geom at 1280x960 full screen for an authentic 240p look. These variants are based on the flat variant with phosphor code commented out and the gamma correction disabled. There are three main variants (Normal, Sharp, Sharper), and each have different scanline brightness presets and interlacing enabled/disabled. As above, use integer scaling and force 4:3 aspect ratio. Some games may have black borders due to the full overscan area being visible, use your monitor's zoom function to zoom in and hide overscan. Also works with handheld games if you use the non-interlaced variant and force a 4x scale in RGUI. | |
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[[Category:FAQs]] | [[Category:FAQs]] | ||
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