For things like a pan -- you have to apply it globally because your eye movements will smear the static pixels and motionblur them across your retinas. However, the CRT simulator actually is variable-MPRT; it does…
You need a large native:simulated Hz ratio in order to accurate a CRT accurately. It's laws of physics, sadly. I need to update a pixel multiple times per videogame frame, just to accurately simulate a CRT. 120Hz = up…
It already sort of does that, through a clever variable-MPRT algorithm.
You need a large native:simulated Hz ratio. I recommend at least 4. Which means 240Hz to simulate a 60Hz better.
It's actually good enough for most content for most people if you're just doing 320x240 retro material. Also, there's some optimizations coming to make it look even better depending on how good or limited your display…
I wish Shadertoy had an easier way to let me change framerate. If you click 480Hz on a 120Hz display, it flickers at an awful 15Hz instead of 60Hz; so you don't want to simulate a 15Hz CRT -- not comfortable. Retroarch…
Even 480Hz looks great for office use; very ergonomic -- browser scrolling has 87.5% less motion blur than a 60Hz OLED and about 90-92% less motion blur than a 60Hz DELL LCD.
Thank you! It's in Retroarch now
- Turn off HDR, use Adobe sRGB both at OS level, display icc level, and display menu level. The math in the CRT simulator is optimized for the gamma2linear/linear2gamma math, needed for Talbot-Plateau Theorem, and it…
Yes. Retroarch now has the CRT simulator built in. I recommend 240Hz OLED in arcade cabinets to emulate 60Hz CRT, do not skimp on Hz. More Hz is better for CRT simulators, due to a very important temporal principle, you…
240Hz is more recommended, 120Hz does not give much benefit, especially on small screens. If your screen is bigger you may notice, but it starts to become noticeable if done on OLED instead of LCD, or if you increase…
Alas, software, and operating systems full of stuff sometimes does it... This CRT simulator almost requires a dedicated GPU (AMD, NVIDIA, Radeon) and nothing running in the background, since it's a software-based…
You need more Hz to reduce display motion blur. - 120Hz = can reduce motion blur by up to 50% - 240Hz = can reduce motion blur by up to 75% - 480Hz = can reduce motion blur by up to 87.5% There's a new article on Blur…
Author here. You need to keep the GPU free to work on the game; doing CRT simulation at 60fps at 480Hz requires brand 8 new frames per videogame frame, and it's doing a bunch of math operations per subpixel per refresh…
I'm the author of this shader, here's some tips: - Throw as much native:emulated Hz ratio as you can. - 120Hz = up to 50% blur reduction - 240Hz = up to 75% blur reduction - 480Hz = up to 87.5% blur reduction -…
For things like a pan -- you have to apply it globally because your eye movements will smear the static pixels and motionblur them across your retinas. However, the CRT simulator actually is variable-MPRT; it does…
You need a large native:simulated Hz ratio in order to accurate a CRT accurately. It's laws of physics, sadly. I need to update a pixel multiple times per videogame frame, just to accurately simulate a CRT. 120Hz = up…
It already sort of does that, through a clever variable-MPRT algorithm.
You need a large native:simulated Hz ratio. I recommend at least 4. Which means 240Hz to simulate a 60Hz better.
It's actually good enough for most content for most people if you're just doing 320x240 retro material. Also, there's some optimizations coming to make it look even better depending on how good or limited your display…
I wish Shadertoy had an easier way to let me change framerate. If you click 480Hz on a 120Hz display, it flickers at an awful 15Hz instead of 60Hz; so you don't want to simulate a 15Hz CRT -- not comfortable. Retroarch…
Even 480Hz looks great for office use; very ergonomic -- browser scrolling has 87.5% less motion blur than a 60Hz OLED and about 90-92% less motion blur than a 60Hz DELL LCD.
Thank you! It's in Retroarch now
- Turn off HDR, use Adobe sRGB both at OS level, display icc level, and display menu level. The math in the CRT simulator is optimized for the gamma2linear/linear2gamma math, needed for Talbot-Plateau Theorem, and it…
Yes. Retroarch now has the CRT simulator built in. I recommend 240Hz OLED in arcade cabinets to emulate 60Hz CRT, do not skimp on Hz. More Hz is better for CRT simulators, due to a very important temporal principle, you…
240Hz is more recommended, 120Hz does not give much benefit, especially on small screens. If your screen is bigger you may notice, but it starts to become noticeable if done on OLED instead of LCD, or if you increase…
Alas, software, and operating systems full of stuff sometimes does it... This CRT simulator almost requires a dedicated GPU (AMD, NVIDIA, Radeon) and nothing running in the background, since it's a software-based…
You need more Hz to reduce display motion blur. - 120Hz = can reduce motion blur by up to 50% - 240Hz = can reduce motion blur by up to 75% - 480Hz = can reduce motion blur by up to 87.5% There's a new article on Blur…
Author here. You need to keep the GPU free to work on the game; doing CRT simulation at 60fps at 480Hz requires brand 8 new frames per videogame frame, and it's doing a bunch of math operations per subpixel per refresh…
I'm the author of this shader, here's some tips: - Throw as much native:emulated Hz ratio as you can. - 120Hz = up to 50% blur reduction - 240Hz = up to 75% blur reduction - 480Hz = up to 87.5% blur reduction -…