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Been a while since we had one of these threads. Share your GOODest shader presets and screenshots.

If I see that fucking waterfall one more time...
>>
I'm trying retroarch with my phone, i want to know if there's a way to combine shaders because i want to use the nintendo-switch-oled one with a grid shader for GBA games.
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File: e.jpg (3.29 MB, 2016x1512)
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>>10864685
>>
>>10864685
>no rainbow banding
notmychildhood.tiff
>>
>>10864697
I gotcha bruv
>>
>>10864698
jus' like the devs intended innit
>>
>>10864689
If you go to the shaders option you should see something that says "append" and "prepend". This should combine two shaders and it will determine which one will be applied on top of the other.
>>
File: 1690129162149054.webm (2.2 MB, 1440x1080)
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I'm messing around with zelda 1 redux romhack in retroarch and have questions

first: aspect ratio
no stretching (8:7) vs auto (4:3)
which is correct? nes rendered at 8:7 but wouldn't they have designed the games to look correct on 4:3 tvs?
>>
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no shaders vs crt royale ntsc composite version
these are romhack sprites meant to make it look like link's awakening so idk how it's even "supposed" to look like
trees look better with composite but text becomes too blurry
>>
>>10864717
>If you go to the shaders option you should see something that says "append" and "prepend". This should combine two shaders and it will determine which one will be applied on top of the other.
I'm not seeing this option and I tried updating assets/core/database/shaders in the main menu, any idea?
>>
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The gameboy pocket shader iirc
I'd like to try combining shaders, crt royale but tweak colors as well, maybe try to find a middle ground between nes color palette and more of a gameboy look
>>
>>10864725
Ideally that is true. However, different devs may have cared less or more about the stretch, so you may come into cases where 4:3 can look slightly off. 4:3 is still the "correct" way though.
>>
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>>10864685
>Been a while since we had one of these threads.
No, it hasn't.
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>>10864685
shut the fuck up
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>>10864758
>>10864759
these
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>>10864717
Thanks for the help!
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>>10864685
>>10864698
What causes this rainbow? And why does it go away when you zoom in?
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>>10865046
>What causes this rainbow?
NTSC artifacting
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where can i get more overlays for retroarch for games in 4:3 or other weird aspect ratios?
What are your favorite ones? please share them as png
something a bit subtle that feels like it's part of an old game UI and with dark colors so it blends with the borders rather than too tacky and distracting
this is a default castlevania one but it works well for any kind of nes era fantasy games
>>
>>10864725
boy am I glad I stopped giving a shit about that autism and just use square pixels nowadays
>>
i 'ate that 'edge'og
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Guardian Heroes on Xbox has one of the best shaders I've ever seen. They haven't just covered up an HQ2X anti alias shader, they've actually retouched the graphics by adding new details There's almost no reason to play with vanilla graphics. It's also a fucking great port that improves the whole game and unfortunately it's still stuck on XLBA

Playable on any PC with Vulkan/DX12 support via Xenia. It's the game with the lowest requirements to play on that emulator
>>
God I wish I remembered what shader this was
>>
>>10864772
Just like I remember it!
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>>10864685
>no rainbow
*vomits*
>>
From yesterday's gameplay session. Shader is crt-easymode.
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>>10865791
Yeah, those are of my taste. But which shader did you use?
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>>10865848
https : // github.com/libretro/slang-shaders/blob/master/presets/crt-royale-smooth.slangp
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>>10865861
Thank you
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>>10865457
That just looks like an old, cheap CRT.
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>>10865479
>>10864698
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>>10865457
Probably one of the NTSC ones that come with retroarch. They specifically reproduce shitty signals via RF and composite.
>>
How difficult is it to find a brand new, unopened CRT still packaged in the box? Is it possible these days?
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>>10865457
seconding this
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old screencap. I haven't modified my shaders since.
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>>10866614
The composite doesn’t make it look like there are any more colors, /vr/ lied to me
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>>10865937
It definitely is one of them, but I can't find that exact one.
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>>10867210
royale is such a tryhard shader
>>
for me, it's crt-easymode
>>
>>
looking good
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>>10868697
are you trying to make it look like a magazine screenshot?
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>>10865058
Make them.
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>>10864725
>which is correct?
Neither
8:7 is the PAR meaning the pixels themselves are 9:7 ergo wider than tall
256 x 8 = 2048
240 x 7 = 1680

2048x1680 yields a DAR(Display Aspect Ratio) of 128:105 without overscan
>>
>>10864753
>4:3 is still the "correct" way though.
No it is not
Refer to >>10870228
>>
>>10867210
what the fuck is this, it looks like there's interlacing artefacts when it's meant to be 240p
>>
>>10870232
Probably blargg composite or rf
>>
>>10864725
>>10864727
Link to romhack? I really like those graphics.
>>
>>10870428
https://www.romhacking.net/hacks/5752/
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>>10870613
Yeah I found that myself but the screenshots don't have those graphics so where are those from?
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>>10870618
it comes with additional optional patches you can apply
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Awesome fighting game. Shader is crt-easymode.
>>
>>10864685
why does my game crash when i try to enable a shader in retropie
>>
>>10872165
What's your video output? vulkan or openGL? if it's the former use slangp shaders, if it's the latter, glsl shaders. Other than that, I don't know
>>
>>10864731
it's a pretty new feature I think, get the latest release (1.17.0)
>>
>>10872165
Whatever your device is, I doubt RetroPie is the most suited option for it, it's a kinda convoluted and less optimized piece of software. Getting a better solution might solve your issues.
>>
>>10872332
>it's a pretty new feature I think, get the latest release (1.17.0)
isn't there a way to update from within retroarch? Don't want to risk reinstalling over because so many tweaked settings could break
>>
>>10872774
>isn't there a way to update from within retroarch?
no, but I think the steam version has that feature, it should be simple enough to migrate all your gamesettings files over if that sounds better.
>Don't want to risk reinstalling over because so many tweaked settings could break
you can always backup your old install folder just in case, that said none of your config files should dissappear
>>
>>10872903
How blurry is it?
>>
>>10864772
dude that's so retarded it's amazing. No way that's a real-time shader, right? Guess you fed a screenshot to some AI?
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>>10864725
>no stretching (8:7) vs auto (4:3)
In Retroarch's Mesen core, auto isn't actually 4:3, but uses the NTSC setting (which is the correct aspect ratio)
Pic related:
>square pixels
>4:3 (too wide)
>auto/NTSC (correct aspect ratio)
>>
>>10864725
Search for some reference item, that clearly should be round, like clock's face or moon. On the other hand there is Symphony of the Night, where changing aspect ratio by the clocks in the center of the map will cause tge moon in upper castle location's background and the moon in the intro video look stretched. But sprites, interface and everything else will look correct. I ended up using either 8:7 or some custom thing like 15:14 or something like that. And it might differ from game to game.
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PS1 is lookin good now
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>>10876076
Damn, that looks like a raytraced render. Smooth AF.
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>>10874675
>being this new
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>>10865058
I used to make them and share them here all the time. Mixed responses for the most part. Some appreciated them, most called me a shill lmao.
>>
>>10876076
How pls! I need to know.
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>>10864685
i just play on a crt like a chad
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>>10876306
It's duckstation, here are my rendering settings, I have 2x SSAA on in the advanced settings and I'm using CRTLottes2 in post-processing with default settings
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>>10876493
Thank you my brother! It look awesome!
>>
>>10865457
judging from the massive smear, I think this is ntsc-vhs
>>
>>10865058
there's the bezel project, they cover a lot of games but the quality varies on them, as in they might look tacky or use fanart.
plus side being that it's a self extracting program that will set itself up for you in retroarch
>>
>>10871891
I love this for the Saturn! Still my favorite of all of the SNK fighting game series.
>>
>>10877959
Yeah. Perhaps Garou is a bit more accessible, but Real Bout Fatal Fury Special is easier, with those crazy special moves and combos, something akin to Dragon Ball Z. It's pure fun, it doesn't want (or need) to make sense. It stands out even within the Real Bout trilogy. Unfortunately, the last game is the most grounded and technical of the three, which kinda defeated what the series was going for. They eventually reached a better balance with Garou, and it was a pleasant send-off for the series.
>>
>>
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>>10865046
genesis model 1 has dogshit composite encoding. AFAIK this doesn't happen on model 2s, but model 2s also have worse sound.

Those jailbars are actually always there, it's just that during transparency effects like sonic 1 waterfalls or sonic 2 chemical plant tubes, they become extremely noticeable due to the rainbow effect
>>
>>
>>10878769
absolutely disgusting bro, those scanlines aren't even at all
>>
>>10879076
Of course they're not even, there's 223 of them
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This game had everything to be generic, forgettable shit. It's not. Reminds me of a tame Burnout, sans the takedowns. The NASCAR license actually hurts the game, with ugly cars (picrel) and misdirection of how it plays. The developers could save money and still end up with a superior product, since the game is pretty fun. Shader is crt-easymode.
>>
>>10881441
>a tame Burnout, sans the takedowns
So it's any racing game featuring cars and traffic.
>>
>>10881441
Wtf is with this vertical stretch, anon? Car is stretched, supposedly circle of speedometer is stretched.
>>
>>10881446
Not exactly. I meant how you drive through cities and wildernesses using unconventional and multiple paths, all along crazy competitors.

>>10881457
It certainly has to do with Beetle PSX, which is what I'm using. PS1 games in general are a bitch regarding aspect ratio, not unlike SNES ones. There isn't an one-setting solution, and shit is bound to happen even on real hardware and a CRT. Not wanting to painstakingly defining per-game presets, I just use default settings and leave it on the lap of the gods.
>>
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Any shader recommendations for PS1/N64?
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>>10881980
Nope.
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>>10864697
We've got a queer here.
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>>10864734
that's wild holy shit
>>
>>
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>>10882149
>>
>>10864819
Filter?
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>>10882380
>>
>>10864685
>>10864698
>>10878701
nothin personell kidd
>>
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>>10864725
What program do you use to make webms? The only one I know is webms for lazys and that doesn't have an option to do picture comparisons like this from what I've been able to figure out.
Gifs are usually not good enough for higher color count comparisons.
>>
>>10881980
https://pastebin.com/2kyRbqUC
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>>10882651
NTA but that one probably uses ffmpeg or any video editor. You could even make a lossless webp (animated webp) in GIMP and then convert it to webm if you want a brute way to do it.
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Lookin' great!
>>
Trying out some shit with guest-advanced-NTSC.
>>
>>
>>
>>10883449
Nice, though I still don't like how the hi-res model clashes with the low-res backgrounds. If you ask me, the best way to "enhance" games like this is with a combination of downsampling, PGXP, and a CRT shader.
>>
Turtles in Time lookin' good
>>
>>10884960
>>
>>10884960
>>10884967
damn bro looks great on my CRT monitor!
>>
>>10884019
What version is this? Characters look different and are switched around.
>>
Still using this bad boy
>>
>>10868697
>>
>>
>>10865861
How do I get this to work? I put it in the slang shaders folder but it just says "failed to load" when I try to apply it.
>>
>>10885449
Update your slang shaders. Probably is missing some new shader.
>>
>>10885274
I think it's from a trial version.
>>
>>
>>10885483
That worked, thanks.
>>
>>10885409
One tip: try increasing Gamma Correct to 1.5 or 1.6. It should boost brightness up a bit and make the darker color elements more visible.
>>
>>10884882
I like it with some film grain. It works well with these survival, giving some horror movie atmosphere. Prepend this one before another preset and it works as expected:

https : // github.com/libretro/slang-shaders/blob/master/film/film-grain.slangp
>>
>>10885420
A bit dark, but otherwise nice. What shader?
>>
QuackShot is a classic, still pretty fun. Unfortunately, it relies a bit too much on tricky level designs. Nothing that you can't overcome after you see it for the first time, but still annoying nonetheless. Shader is crt-easymode.
>>
>>10867842
royale is extremely pretty though
>>
Quick question (I'm a retard)
For SMS CRT shaders I should use 256 versions, right? And 320 for Genesis?
>>
>>10886560
Having both 256 and 320 shaders is a bit outdated, but, to answer your question: mostly yes. Each version is tailored to 256 or 320 pixels of horizontal resolution, so the Master System would be better with the former, whereas the Genesis with the latter. However, it's not rare for a console to output multiple resolutions; the Genesis itself can also have a 256-pixel wide mode. For 5th-gen hardware, things get even hairier, demanding per-game settings... if the game doesn't have multiple resolutions and change them on-the-fly, that's it.

My advice would be to either ditch multiple-versions shaders or just don't bother too much with accuracy.
>>
Any reason to have composite artifacts like fringing or color bleed? Seems like the biggest benefit of NTSC shaders is for blending dithering, but there's shaders that can do that now without also adding all those artifacts.
>>
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>>10864819
>>
>>10885409
That is nice (I would also raise the brightness a bit tho)
>>
I've decided to play through Dottie Flowers tonight. It's a free, downloadable, new game for the Super Nintendo. Pretty fun. It's short and mostly easy, but controls well, and moving and attacking is satisfying. It has a few secrets and a true ending. Shader is crt-easymode.
>>
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>>10878682
cleopatra's fortune
It's a good game.
>>
>>10864698
Whacthu using for dem rainy bois?
>>
>>10888282
Not unless you want this artifacts themselves for whatever reason. They were not intended to be and is a fault of a cheap tv/cable/other hardware. Dithering and glow are main things you want, maybe blurring (in some games it can work instead/together with dithering for relatively good effect). Rest is completely up to your tastes/nostalgia/whatever else. Blurring is, of course, optional too, helps to get colors more intense.
>>
>>10889389
Latest version of crt-guest-advanced-ntsc. You gotta get it from the libretro forums, as the version you can get from within RetroArch is outdated.
>>
>>10885431
what is this one called?
>>
>>10889920
I recall some developer for I think FF1 saying he counted on composite artifacts to give the impression that the mountains on the world map were shining or shimmering IIRC.
>>
>>10885431
Anyone know what this shader is called?
>>
>>10891174
>>10891981
NTA, but that looks like some flavor of Guest-Advanced to me.
>>
>>
>>10893218
Pretty. What game?
>>
>>10864734
that's pretty accurate. Too bad my pocket is ultra blurry
>>
>>10893372
valkyrie profile
>>
>>10893442
ah ok. Yeah it's on my list. I almost got the psp version, but apparently it's worse than the original, so I passed.
>>
>>10893218
Not bad.
>>
>>
>>
>>10893218
What shader?
>>
>>
>>10896221
Is this game fun? I personally like the first two SNES games.
>>
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>>10896221
ah yes just like I remember it
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>>10896291
It's good but it's more like the 3rd SNES game but with less having to travel around and trigger NPC dialogues, and it has a free fortune teller that will give you an explicit hint on what to do next. If you want one more like the first 2 SNES games then Ooedo Daikaiten and Shin Sedai Shuumei for PS1 play similar, or Goemon's Great Adventure for N64.
>>
>>10896309
>I vividly remmeber this Japan only game
>>
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>>10890614
ironic. The hideous composite from my genny, complete with awful rainbow bars, was what made me go down the rabbit hole of higher quality signals like RGB (since there was no easy in-between for genesis like s-video). And now there are people going out of their way trying to recreate it.
>>
>>10886501
ikr? I really dont get why some people hate it so much. it just looks awesome with no tweaking. I use it on all cores except gameboy stuff
>>
>>10896361
At least you used to be able to justify it with the whole blending of dithering thing, but now that it's possible to do that WITHOUT any of those artifacts, you pretty much are left with nostalgia for how the games used to look on your 11" RF-only pass-me-down Emerson CRT/VHS combo or whatever.
>>
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>>10896313
Thanks for the tips!
>>
>>10896361
This. I remember being absolutely nuts about better quality signals back then, but couldn't afford them. When I finally could play with component, in early-to-mid 00s, I almost creamed in my pants. Dither became visible, but so what? Everything else was so much better. And dither, even blended, has its downsides anyway.
>>
>>10896690
I remember loading up FF9, after not having played it or any other PS1 game for years, on my PS2 hooked up through component, and genuinely thinking there was something wrong with the game's visuals, because I saw dots EVERYWHERE in the world map. Once I tested it through S-video and finally composite, I figured out what was going on. I had no idea PS1 games relied so much on dithering.
>>
>>10896750
Many people don't know that the PS1 (and, to a lesser extent, the N64) relies on dithering, either because they played it too long ago on cheaper TVs, or are doing it now using high-level emulation (which renders at 24-bit color depth).

People often associate dithering with fake transparencies, but another of its use is faking halftones through blending of specific meshes. The PS1, in particular, used that to avoid color banding, but since it was done on hardware level, it can be disabled through a patch, Gameshark code or inside of emulators. Sometimes, the dithering hides ugly bandings; other times, it's mostly useless and only makes the picture worse. It's a case-by-case situation.

Anyway, I'd rather still play it through the highest available signal at my disposal. Even more so now that I'm getting old and feel more comfortable with a better defined image.
>>
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>>10864725
technically, neither is correct, for NES, this would be more accurate.

Underscan from real hardware makes a difference.
>>
>>10896945
>or are doing it now using high-level emulation (which renders at 24-bit color depth)
This just makes everything look incredibly posterized, the dithering is necessary to give the illusion of smooth gradients.
>>
>>10897214
You don't need the illusion of more colors when you can just get more colors.
>>
>>10897317
That's not how it works with the PlayStation, you don't magically gain more colors that aren't there. It just turns the dithering pattern off so you see all the banding.
>>
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>>10896497
>>
>>10897318
Not talking about the original hardware but emulation and yes it does work like that, the dithering was handled on hardware to reduce burden but did have proper colors available before it was translated into a lower bit count.
>>
>>10897327
I like the scanline look - but I prefer the white balance of the other one where it's redder. Though this one is closer to the source image you posted. I'm curious if ends up redder on TVs or not for whatever reason. Looks too green there.
>>
>>10897351
Red push was a thing on some TVs, particularly Sony ones IIRC.
>>
>>10874974
>>square pixels
>>4:3 (too wide)
>>auto/NTSC (correct aspect ratio)
in zelda's case i think square pixels is the correct ratio, I guess it depends on the game
>>
>>10896412
based and same
>>
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>>10896497
>>
>>
>>10897932
>I want my games to look like magazine scans
tryhard
>>
>>10897670
Thanks, I vomitted in my mouth a little.
>>
>>
>>10864725
>>10864727
why the fuck are these webms broken for me
>>
>>10876240
>provide a free service
>get called a shill
i hate this place
>>
>>10898040
Are you ok?
>>
>>
>>10876240
Most people are just annoyed they can't create anything. I personally don't use bezels, but I see no problem if someone wants to share his creations, it helps whoever appreciate them. Just ignore the whiners or troll back.
>>
>>
>>10898059
broken how
>>
>>10898080
Not after seeing that picture, no.



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