NTSC variantsMost color monitors and televisions not only have RGB versions which will give you the highest quality picture, they also have RF, Composite or S-video variants.This opens up the number of possible looks immensely, and you can even mix and match by combining the built-in CPU ntsc filters with the RGB settings of this pack,or even mix composite on top of composite.Also a note to those with lower-end machines, in ALL cases, RGB will always be faster than running ntsc versions,ntsc shaders tend to use more GPU power. But many of these shader packs vary in the amount of power needed so if you get a slow framerate on one setting,try another and it may work better for you.

Inside you will find variation shaders to mimic the look of arcade monitors, generally these are more bright and colorful than television settings and also feature such quirks as jittery effects or blooming.


Retroarch Shaders Download


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I've been trying out different shaders, i want to know what you guys think of the best shaders for a specific console, i prefer shader that make the game look more like if I was playing on a actual consele.

My recommended case use with these shaders is rf/composite for all systems from the 4th generation consoles and below (nes, snes, genesis, atari, turbografx etc.), s-video for 5th and 6th generation consoles (ps1, saturn, n64, dreamcast, ps2, gamecube) and rgb for arcade.

I just discovered CRT shaders in RetroArch (and finally have a 4k TV so they can be rendered better) and so far I am in love, but there are so many of them and I don't (yet) know the difference between them, what kinds of physical hardware or effects they are trying to emulate, and so on. Anyone know of a guide out there that goes into detail of all the CRT shaders in RetroArch, what they are trying to simulate? For example something like "this shader simulates a grid pattern similar to the Sony so and so model, CRT halation/color-bleeding, etc. etc."? Or, "This shader has parameters A, B, and C which you can adjust depending on whether you are emulating 240p content or 480i content, etc..."? Or like, even just a brief description of the purpose, like "this shader is a faster version of this other shader but isn't quite as accurate and works on 1080p or 729p displays. That kind of thing.

I'm looking mostly for accuracy to the original CRT look on consumer CRT TVs with NES, SNES, PS1, Saturn, and N64 era content mostly. I'm having trouble lately with the shaders appearing too dim or inconsistently bright throughout the picture. I don't know if that's because I don't have an OLED TV or misconfigured something or just using the wrong shader. I have HDR off since it just makes non-HDR content dimmer and I don't think RetroArch supports HDR, does it? Also the scanlines appear too thick compared to a real CRT TV that I'm used to seeing. On a real CRT the scanlines appear like they're just part of the grid pattern, but in the shaders I've used it looks like they look a bit fake.

The number one rule about shaders is that you need to experience them. I mean, the quality perceived will depends on your hardware (device and display, including your output resolution) and more subtle to your subjective memory about how some retro game should be presented on a screen.

Another aspect to be aware of is that some shaders express their best quality on certain resolutions than others. And not just output resolutions (from your monitor), but source/native resolutions too (from cores).

Frankly, its been a while since I've used a CRT. I've seen more talk recently deriding some of the more popular CRT shaders for having scanlines that are too visible, gaps between pixels that aren't there on most screens, etc.

I am quite new into Retroarch and since I've been using on my steam deck via Emudeck everything was pretty much pre-configured for me and I had no real need to tinker with it. Lately I wanted to mess a bit with widescreen hacks for snes and therefore I wanted to try out different shaders as well as bezels.

I'd really appreciate if you suggest shaders to give the games the CRT retro look as well as different shaders to give them a new (modern) look (meaning smoothing edges etc.). If possible could you please suggest shaders for different systems, like nes, genesis, snes, nds, n64, gba, gbc, dreamcast, mame, neo geo etc.

For the past day or two I have been searching for a guide that could shed some light on installing shaders in Retroarch for Windows. I've had my eye on some of the shaders from here: -shaders , but it doesn't seem like the file formats of the shaders there are acceptable formats in Retorarch. So, Is there a guide or YouTube video out there that can help?

I'm struggling to get the shaders working with Retroarch. The platform I am trying to get working is the Super Nintendo Entertainment System (which I have renamed to Nintendo SNES), and the emulator is Retroarch. The core in Retroarch that I am using for this is bsnes_balanced_libretro.dll. When I go into Retroarch and load the bsnes core, then go to quick menu, then shaders, then choose a preset and select it, everything seems well. When I run a SNES game in Launchbox however, no shader effects seem to be applied. I have tried restarting Launchbox. Am I doing something wrong?

Thanks for your input. I was trying to load presents. What I have found is that not all shader presets load - I got things like GEOM, Lottes and Easymode to work, but when I select CRT Royale for example and return to the Retroarch shaders screen, it hasn't loaded it and still displays the previous shader.

Sogeking73 No, if you have your own shaders they should be used. Hm, concerning. Maybe this is a bug that recently developed and no one discovered it for stable.

In the meantime, you could at least work around it by using your own custom shader set :shaders_set , or downgrade back to v32.

Sogeking73 Needless to say, if you are using a custom shader set from Batocera, any shader properties you save in RetroArch will be overidden by your shader set. If you need to set certain properties for the shaders while using a shader set, make those edits to the shader set, not via RetroArch.

The Mega Bezel Project started back in July 2019 when developer HyperspaceMadness was looking at experimental shaders creating real-time reflections on emulated display bezels. More than two years later, the swiss-army-knife of visual simulation to enhance the retro game experience is ready for players!

The Mega Bezel is unique in that it bends the common definitions of shaders and overlays in an out-of-the-box experience: custom calculations take care of games native resolution and scaling, dynamically draw bezels around the gameplay area filled with curvature simulation and reflections, incorporating a unique pipeline of CRT simulation models and other visual conditioning of the game image, color correction, de-dithering, and adding responsive backgrounds and lots of additional features to enjoy.

You can get the basic Mega Bezel shaders inside RetroArch by running Online Updater -> Update Slang Shaders then the shaders will be located inside shaders/shaders_slang/bezel/Mega_Bezel/Presets. Be sure to read the setup portion of the ReadMe.md to help you get started you can find it in the Mega_Bezel folder just mentioned.

i never really considered using internal resolution aside from 1x before, but some game just look bad with their 3d especially a detail one and i am playing it on laptop. so the image cant look that sharp because of the screen size of my laptop, and i cant really play it from afar. yeah it was quite bugging me. so, if you happen to know other shaders that have the capability to do the same without really tweaking much, please tell me. i love playing with hylian-3d, but having some options is never a bad thing.

and what do you think of shader for different consoles? because i think like, most of the shaders looks great on 16bit era, in my case snes, than it does in playstation. for example that, crt-aperture and easymod dont look as good as they are in snes when i use it on playstation (especially on games that use pre-rendered background). so far for me, the one that looks good on ps1 games is in the preset folder drvenom-kurozumi and maxdr.

for now tho, i just want the game to look less blocky without having too much blur and tv artifacts. and crt shaders that accomplished the most of it is these kurozumi shaders, at least from what i already tried so far. which is now that you mentioned it, that makes sense. i always feel pre-rendered backgrounds and into videos really look good with it, color transition looks smoother without it felt blurry.

and yeah, crt-pi does look quite nice on ps1 games on my laptop. i was surprised that one of the lightweight shaders actually feels good to me. for guest dr venom fast, i like it for 2d games (looks more sharp and clean), but i still prefer crt-pi to handle 3d models in ps1 (seems like they use a bit of blur there).

These shaders attempt to reproduce aspects and characteristics of cathode ray tube (CRT) displays with modern hardware. Most include some sort of scanline effect and often a phosphor mask effect, and they typically do some amount of blurring/blending. Some also include interlacing effects and/or faux barrel distortion (a.k.a., "curvature"). Variations with "glow" or "halation" include a bloom effect that mimics the glow and/or internal reflections of a CRT. As is the case with any repeating, scanline-type effects, these shaders will all look better with integer scaling, but some can handle non-integer scales better than others.

Wow, that's really great! I'm glad to see these shaders getting some wider adoption :D


Probably the best/easiest way to get in touch with them is by sending a PM from byuu's forum. I know Hyllian visits there pretty regularly and cgwg shows up sometimes, as well.


If you don't have an account there, let me know and I can PM them for you. I think there's a delay or minimum number of posts or something before you get PM rights to prevent PM spam.


If you do have an account but don't get a response from cgwg right away, you might also try him over at Richard Bannister's forums where he's posted some MAME shader stuff. Hyllian also frequents the #ssnes and #retroarch channels on Freenode IRC.


I'm sure neither will mind the lack of prior notice. AFAIK, all of the shaders I've covered are licensed GPL or public domain, so no notice/permission is required. We've seen them pop up in other projects before and no one took any offense.


If I talk to either of them before you get a chance, I'll let them know you're looking for them. :) e24fc04721

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