On more powerful devices (PC and Android) I like to use CRT Shaders like: On lower end devices (WiiU and SNES Classic) I use the options mentioned in conjunction with CRT Pi or BSNES Gamma Ramp with bilinear filtering and 720p NESGUY scanline overlays set to 70%. Take the Input Gamma and crank that up to 3.75. Reduce the 2 scanline options until they are off. This shader, along with the GTU-V50 shader does a tremendously awesome job of replicating the colors of a CRT television.Īnother shader that does this well is the CRT-Pi shader preset (found under CRT Shaders.) I take this preset and go into Shader Parameters: Under reshade, I select the "BSNES Gamma Ramp" shader (It's the LUT shader with a preset value of "32.") This works great with or without bilinear filtering. To me these more closely resemble the composite colors of the NES on a CRT. On any of the NES cores, I usually opt for one or two of FirebrandX's palettes, either Composite Direct or Smooth. (I do this because the raw colors can look garish by default.) This brings it closely to how it looked on the OG display. On the mGBA core I enable the GBA color correction option. Here are the two respective system options that remain consistent across all platforms for me: These shaders anti-alias the sharp pixel edges to maintain the sharpest possible image without uneven sizes (which manifests as "shimmering" during scrolling).Shader selection hinges on what device I'm running Retroarch. "pixellate" or one of the later versions with faster performance (e.g., sharp-bilinear) or more mathematically correct processing (e.g., bandlimit-pixel). The best compromise for sharp pixels without these drawbacks is to use a shader from the 'interpolation' directory, such as the o.g. Unfiltered, nearest neighbor is as sharp as you can get, but it can cause uneven pixel sizes with non-integer scale factors, which means you have to use less of your screen and/or suffer from inaccurate aspect ratios. It's all a taste thing, but as time goes on (and fewer and fewer people have actually seen these games in their original context), users are more accepting of and express a preference toward ultra-sharp pixels. Sometimes a CRT scanline shader looks even better than a LCD/Grid shader, it gives a SNES-style look that's often even better than a GBA shader. Like someone said, CRT Shaders also make GBA games look good. Though it depends on the game and the release date, and on which GBA revision hardware it was made for. The color palettes were made to be viewed through the dull screen, which is why they over-saturated them.
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