I tested this extensively with Chrono Trigger this morning on my OLED 120hz. Unfortunately, I conclusively determined there was zero reduction in motion blur. It just made the image dimmer.
Oh god all that fast-paced action in my fucking turn-based JRPG is gonna be blurry!
It doesn't matter because all of the retroarch and blurbuster fanboys will just mass spam and try to gaslight everyone into thinking it reduces motion blur, and then through manufactured consent it will be "agreed upon" that it does in fact reduce motion blur and is the default going forward and the recommendation to anyone who complains about it will be "wtf bro you dont have the RetroArch BlurBuster Beam Racing Simulator BitchinFast 3D 2000 Culture Approved Shader(tm) on?"
I re-read the article and it demands you change a shader parameter specific to your refresh rate. I wish the shader just did that, because RA already knows your display's refresh rate. Anyway, adjusting it for 120hz makes the screen even darker, but it DOES greatly reduce motion blur. That said, it's super buggy. The effect comes and goes, and sometimes it completely glitches out like picrel.>>11492634Okay, the fact it doesn't is why I used it as a test. You can move and halt the screen at-will.>>11492640See my clarification above.
>>11492618120hz seems like far too low a refresh rate to simulate CRT strobing at 60hz, so i'm not surprised.maybe when 360hz monitors are widely available.
>>11492671No, it should work at 120hz, and it actually does (see my follow-up >>11492657). I think they can iron out the bugs, which have nothing to do with my display. Where higher refresh rates will benefit you is in brightness. It seems the lower your refresh rate, the dimmer the shader must make the image to achieve the same clarity. I'd love to see in-person how this shader looks on the newly-announced 600hz display from MSI (and whether it's even needed at that point).
Just another useless garbage with>buy buymotto. These shits should go work for Nvidia because they really copycat the same ray simulation scam as RTX.
>>11492759i've yet to see a crt shader not look like trash. it seems to be much easier to just go to ebay and buy an old crt tv and not have to fuck around with any of this trash.
>>11492806have fun shipping that crt bud
>>11492832>have fun shipping that not a problem for me. i'm not poor.
>>11492618>Unfortunately, I conclusively determined there was zero reduction in motion blur.
>>11492618>there was zero reduction in motion blur. It just made the image dimmerMaking the image dimmer inherently reduces motion blur. Going from black to black is instantaneous.
>>11492839People really don't read the thread before replying, huh.>>11492845If you continue reading, you'll see that there is a threshold that needs to be set before it will work on your display. It depends on your monitor specs and is not automatic.
>>11492806>i've yet to see a crt shader not look like trash.This isn't a "CRT shader" as you know it. It simulates the effects that make tube-based images more stable than pixel-based images.>it seems to be much easier to just go to ebay and buy an old crt tvEven ignoring the fact that CRTs won't always be around to use, this is a valuable effort to improve image stability in software. It might be decades before displays which are large (55"+) and affordable are shipping with 1000hz+ refresh rates.
>>11492806>i've yet to see a crt shader not look like trash.Again, this is not a technical issue. Why are they fuckштп around with scummy trash instead of doing something actually useful? Looks like it's more fun to be an ass because they Are asses. People are bugs of shit issue.
>>11492690>whether it's even needed at that pointThe point of the shader is to get good motion quality at low frame rate. 60 fps is low frame rate. If you're running 600 fps you don't need it.
>>11492915Incorrect, the content framerate is not the issue. The response time in pixel-based displays is the issue, and BlurBusters has shown for many years that BFI mitigates this. This shader is a new way to accomplish what BFI does, inspired by the physical properties of CRT technology.
>>11492927indeed, way back when plasmas were advertising "600Hz" there was discussion about simulating phosphor decay over multiple frames. But it all fell apart when people realised that 600Hz is just a duty cycle thing plasma does to generate different brightness levels, it's still just a 60Hz display. And as is the way of all things, the idea gets forgotten such that eventually when displays are now genuinely capable, someone else "invents" the idea and conveniently neglects to mention the "inspiration."
In order to accurately replicate the ouptut of a Super Nintendo on a CRT, you will need a panel capable of opperating at 6.8 million frames per second.
>>11492873Why bother giving such a measured response to an obvious retard? Your effort is wasted.
>>11492969rest assured we have our top men working on it round the clock
>>11492927The framerate is absolutely the issue. 600fps sample and hold looks almost as sharp as 60fps on a CRT, has greatly reduced phantom array effect artifacting, and has potentially lower latency. Low persistence/BFI/strobing is merely a hack to get acceptable motion quality from low frame rate. It only helps by eliminating sample-and-hold blur during smooth pursuit eye tracking. This is arguably the most important aspect of motion quality, but not the only one, and everything else still looks unrealistic. Ideally we'd have 1000fps or more on sample and hold displays, which would look realistic in almost all circumstances.
>>11492969Is this real? I don't believe it.
>>11492984Because he might sway other retards if left unchallenged.
>>11493080It's real (CRTs update pixel by pixel), but you won't be able to tell the difference by eye.
>>11493063So our eyes are the problem, and this shader will always improve stability on SAH displays.
>>11493106>our eyes are the problemThere is nothing wrong with human eyes, which correctly see unnatural motion as unnatural.>stabilityWhat do you even mean by "stability"? By any common-sense definition the shader reduces stability. It's designed to improve motion sharpness, and it cannot improve it beyond what you could achieve by just increasing frame rate. The reason it matters is that increasing frame rate isn't an option for many games.
>>11493119>What do you even mean by "stability"?Square shapes (pixels) smearing into non-square shapes.
>>11493120You don't understand the shader at all. Read this:https://blurbusters.com/faq/oled-motion-blur/
>>11493132I think you don't understand my meaning if you have an issue with it. It simply describes what is happening when a shape gets warped by motion blur.
>>11493138You're using strange terminology. The opposite of "blur" is "sharpness", not "stability".
How do I get rid of the banding?
>>11493141Yes, stability is merely is a broader term meaning "freedom from unwanted artifacts."
I've been messing around with this but the motion clarity isn't as good as bfi and I could never fully get rid of the faint black bar. Probably cause ive only got 120hz though. It definitely feels like you need at least 240hz.
>>11493176>It definitely feels like you need at least 240hz.Yeah that's my takeaway, and it's what the BB article says too.>I could never fully get rid of the faint black barYou probably never would desu. I think the best that would happen is that it becomes VERY faint as your display's refresh rate goes up.
>>11492861There was not a spec of evidence provided before that post.
They also just ripped off PCSX2, I mean uh... developed an updated PS2 core.
>>11492836>not being poor magically makes CRT necks not snap in shippingcool tip
>>11493402It comes with a brand-new Vulkan renderer that standalone doesn't have, although it can be compiled to use it.
>>11493192>ex-NVIDIA ex-AMDI was right >>11492759
>>11493682???
>>11493729That's the standard Vulkan renderer, which is still based on the old GSdx plugin. The new Vulkan renderer in RetroArch's LRPS2 core is called ParaLLEl-GS and is based on Vulkan compute shaders, combining the accuracy of GSdx's Software mode with the ability to render at higher resolutions and use supersampling AA up to 16x. It's a completely different beast. It's also far more demanding, though, so if you're a GPUlet like me, it might be better to stick to the older renderers.
>>11493175lmao, just fucking lmao...
I just can't get how people could stay excited for this. Having vsync off is emulator 101 shit. Why add the lag? Its not worth it for slightly sharper motion. Freesync + play exact content framerate is much better.
>>11493890Are you being retarded on purpose? Obviously in a conversation about motion clarity, the term stability, means the image not looking like shit in motion, or exactly what he said in that post, none of this shit goes over anyone's head, its a rolling light. And it sucks in use btw.
>>11492657The Retrotink 4k utilises HDR to brighten the image when using black frame insertion and/or CRT shaders. Is there a way for RetroArch to do the same?
>>11494950There is. Just enable HDR under Video settings. You may have to mess around with the settings upon enabling it for the colors to look right, though.
From a practical standpoint, how is this any better than black frame insertion?
>>11495073BlurBuster man's answer
Is it possible to inject this crt shader thing or similar tech to a standalone video player like mpv? Im looking to watch old anime and tv shows with the flickering effect crts have
This is definitely not like the software renderer at all, I'm seeing glitches in Burnout Dominator that were solved on the HW renderer years ago. If you're planning to switch completely from PCSX2, give it a few versions, it's still highly experimental.
>>11495073Bright parts of the screen on a CRT die out slower then dark areas, so it simulates that persistence of the phosphorus layer on a CRT, where simple black frame insertion does not. Gets you much better results... assuming you've got the hardware for it
I tried four (4) mprt reduction techniques on my 240hz LCD monitor1. Backlight strobing (it was horrible on my model, double images through the ass, do not recommend)2. Retroarch BFI (3 black frames for 1 game frame) pretty good but eyes tire out after 30 minutes3. Blurbusters state of the art CRT beam simulator shader. Less flicker and eye fatigue than #2, MPRT is about the same. However no matter what I do I get 3 buttfucking ugly color bands on my screen, also sometimes colors desync and I get this strange chromatic aberration on edges. For now it's more of a gimmick than a valid solution.4. Lossless Scaling frame generation 2.3. Now THIS is the real shit. Depending on the game you can run 4X almost without noticeable artifacts. If the game lends itself to artifacting, then engage 2x with performance mode off, then it's perfect. I didn't notice additional input lag while playing action games. Highly recommended. It goes without saying that I pirated it because I don't even have Steam installed.
>>11496809HW renderer could never do this thoughhttps://www.youtube.com/watch?v=YCJ1plCi2dw
>>11496791Yes you can buy a crt tv
>>11496981Yeah it shows a lot of promise. We'll see if they continue working on it. Libretro devs don't really maintain their in-house cores well.
>>11496981John Linneman will shit himself over this
>>11497007what's the issues with burnout dominator? from what little i tested burnout 3 and revenge were fine
>>11497021I am not the anon you're looking for. He is here >>11496809
>>11497050just wondering what issues he is talking about and if he can elaborate
>>11496791You can play videos in retroarch.
it simulates the flicker no one ever wanted?was this made by secondaries who never had CRTs as their only option?
As a kid I went from CRT, to rear projection, to LCDAnd I remember thinking every step was better than the lastall you fags getting weird about CRTs are delusional.