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TakaraMiyuki

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Everything posted by TakaraMiyuki

  1. Most of the complex CRT shaders will have options that allow you to boost certain colours and increase the bloom, which would go some way to creating that kind of atmosphere. However, it would have side-effects; for example, it would make the UI slightly greener as well, and would make all the light pixels (for example, the ones in the fighters' names) appear to glow more. If you wanted only certain parts of the image to look green or glow, it would require some sophisticated AI.
  2. It probably is the sharpness setting. I've always used these shaders in 2160 and never had any problems.
  3. A couple of those Chrono Trigger links are broken (they open the thumnail instead of the full-size image) btw, do you have any links to sites with tutorials on how to make/stack shaders like these? I spend an inordinate amount of time editing and trying out new shaders, so I'd like to be able to make some of my own.
  4. Esper looks really great! Better than CRT-Royale, imo. BUT...I notice that it doesn't have the same screen curvature options (WarpX and WarpY) as the other shaders. Is there a reason for that? It has the Geom Warp option, but that creates a lot of distortion and isn't really usable. And from what I can see, the Geom Curvature option just crops the image. (CRT-Royale's curvature options are pretty great too, although I've never seen them used in any other shaders).
  5. Hi, I really love these shaders! But there's one issue that I run into with a few of them (and this seems to be a common problem with advanced CRT shaders - CRT Royale has it as well). It tends to occur on games from the PSX generation (or later) that have darker colour palettes; Final Fantasy VII and Xenogears are classic examples of this. Note the blobs of black and other distorted colours around the floor at the bottom and around the top of the ladder and adjacent wall (it's most visible if you zoom in). The top pic uses the Netrunner shader, and a shaderless version of this scene is below (there are a few compression artifacts now that I look at it, but you can still easily see the colour distortion): You can also see it in this pic if you zoom in on the lower side of Aps and the wall behind him (this is CRT Royale): In my experience, about half of advanced CRT shaders have this problem. I'm really curious to know exactly what causes it and whether there's any kind of satisfactory fix for the shaders that have it. If it helps, I've made a couple of observations: 1. The shaders that don't have this problem usually have multiple blur filters near the beginning. For example, they often begin with linearize, blur10x10shared, blur9x9, blur10x10shared as their first four filters. 2. It can be eliminated in the shaders that have it, but only by turning the contrast down and the brightness up. That obviously brings its own problems. For now we can all use the shaders that don't have the issue, but it would be very interesting to know why the issue exists at all.
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