Thanks again for the continued support and exposure! Great quality videos as usual! By the way, CyberLab_Genesis_Composite_Slot_Mask_IV_for_CyberLab_Blargg_Video_Filter.slangp also works well with my Blargg_NTSC_Genesis_S-Video_CyberLab_Special_Edition.filt (aka Blargg_SNES_Custom_Psuedo_MD_S-Video.filt) you'll still get full blending of transparencies unlike when using the core Blargg S-Video filter. I only recommend using the Core Composite Video Filter to get a rainbow effect when moving past the waterfall, glass or other transparencies like the pipes in Sonic The Hedgehog 2. The video seemed slightly darker compared to how it looks in game to me. This can be due to a number of factors including compression as well as colour space, colour range and colour format mismatches in the capture/encoding software settings. I'm happy to see someone really exploring the depths of my Shader Preset Pack. Be sure to check out my new Le'Sarsh_4K_Optimized versions of my presets as well!
I could have done both, the core video filters and yours, but I didn't think about it at the time. I just noticed the recording looks like in game colors, but after rendering it, they look a bit yellowish. Don't know what it could be. Might try other software. What's different in the Le'Sarsh Shaders?
@@worldogameplays I noticed a lot of strange things when trying to do some livestreams using OBS. First I set the colour space to sRGB, the colour format to RGB 4:4:4 and the Colour Range to Full, which is what I thought matched my desktop settings and assumed was correct for the streaming but everything was extremely dark. When those settings were set to defaults the brightness looked more normal, however technically RGB 4:4:4 is required for these masks to look correct. I noticed that if I changed any one of those settings the streamed image got very dark. Recording videos offline using GeForce Experience at 95 Mbps though was a cinche and that preserves almost everything perfectly. Then transcode to x.265/HEVC using slowest encoding speed, Constant Quality at 27 RF fine tuned to film grain or NVENC at 30 and that looks pristine. NVENC encodes at about 60fps using these settings by the way. Streaming (at least using an AMD GPU) is a whole different story. I have a number of videos in my Libretro Thread which I've encoded in this way, I implore you to download some of them, especially the more recent ones and have a look at what's possible. If you message me in my Libretro Thread, I can probably post you a link which has some examples but you should be able to find them if you look, especially in my first post. Lossy Compression also take a bit of brigtness away as it literally takes chunks of colour away from the "phosphors" which illuminate the screen and image since I use full strength masks in the vast majority of my presets. Le'Sarsh presets were developed due to feedback from a particular user who said that he found my presets were a bit too harsh/sharp. I directed him to some less harsh ones, then I went on to converting all of my presets to higher TVL versions and put them in a separate folder. The results are quite interesting. They work well especially if you're closer to the screen. You can still see the RGB "phosphors" if you stick your nose up to the screen but they're finer. This is actually closer to a JVC D-Series Slot Mask CRT, while my previous Slot Mask Presets are closer to a Sanyo Consumer CRT. The result is that my my Le'Sarsh presets are less harsh. I find myself switching back and forth a lot though. I like seeing the textured mask look of my original presets on a big screen even from a distance but it's not perfect because the chunky phosphors can sometimes cause artifacts on the edges of text for example. This doesn't happen on the Le'Sarsh presets because the "phosphor resolution/dot pitch" is fine enough to stay within the boundaries of the content being displayed. My latest updates have added additional performance tiers that should help lower performing machines be able to run the presets that might have struggled before. I also added some updated presets to suit those as well. Check out the download page for more info. Anyway, thanks again and keep up the good work!
I changed the colors in OBS to sRGB and the color format to I444, it now looks the same as the game, if my eyes are not deceiving me. I also play close to the monitor I'm kinda really liking the Le'Sarsh presets!
@@worldogameplaysWow! That little OBS settings change is game changing! Many RetroUA-camrs probably just use whatever settings they're accustomed to but my presets use full strength Mask and Scanlines so the details matter much more. They also use noise which makes them even more difficult to compress. I love the additional exposure but it's a bit disappointing when I see videos of my presets looking darker or not like they would when actually played and then people commenting and judging them based on that subpar experience and impression. At the end of the day, I'm still a noob when it comes to the world of UA-cam and streaming so even I have a lot to learn. I hope other UA-camrs will try to acknowledge this or at least consult with me first if their stream or video doesn't look the same as their gameplay. Other shaders and presets that don't use full strength masks won't be as finicky, however you won't be able to stick your nose up to the screen and see the image being made entirely of RGB "phosphors" like in a real CRT with those compared to mine. I've noticed strange judder in your videos, possibly, their only flaw in my opinion. I'm curious as to the cause of this. Do you have your OBS frame rate setting to 60fps? I know there's an option to "Prefer 60fps, otherwise use 30fps" or something like that. Also, do the games judder when playing? What about your refresh rate? Are you using a variable refresh rate? What do you think could be causing this? What's your GPU usage like when recording? I record at those extreme settings using GeForce Experience's Shadow Play on a GeForce GTX 1070 with no hiccups whatsoever. If the issue is at the capture stage and you can't figure it out in OBS, then feel free to try GeForce Experience Shadow Play and see if you get better results. There's nothing to lose. I'm really glad you're liking my Le'Sarsh presets. I play far away on a big screen TV so my regular 4K_Optimized presets look quite nice from that distance and you can still see the CRT like details easily because they're so chunky. Due to the distance, they don't look so harsh to me but each has its advantages and disadvantages and I'm glad to provide higher TVL versions of all of my presets because not all CRTs were made the same and it wasn't that difficult for me to do. How I'm going to maintain all of those presets, well that's a whole other story. By the way, I notice you're capturing using Hardware NVENC (H.265/HEVC), perhaps you can try capturing in OBS using Hardware NVENC (H.264) at the same high 95Mbps bitrate I use for initial capture. It's possible that HEVC is overwhelming the encoder at times when the on-screen action is scrolling fast and H.264 might be easier it. It could also be the OBS framerate setting that I mentioned before dynamically switching from 60 to 30fps. You definitely want it fixed to 60fps for this type of content.
I always record at 60 fixed fps. I'll use shadowplay in some games, I don't know if I notice that when I'm playing. Could be a conflict with my other 140Hz monitor or even RetroArch.
I can just imagine how beautiful your CRT TVs look. For other folks, we might just enjoy pretending we have the real thing and tweaking and adjusting our shaders and games to achieve and improve their looks can be a very relaxing and enjoyable hobby. One thing I would say about this video is that this Shader Preset actually looks a bit brighter in person. So there might be a technical reason probably due to the encoding settings used which contributed to further darkening the image which inherently would not have started off as the brightest in the first place. Feel free to watch World of Gameplays' many other videos of my Shader Preset Pack in action and I'm sure you'll see where the video brightness and overall quality has improved. Also be sure to come to the Libretro Forums and give my Shader Preset Pack a try for yourself. That way, you'll get a true picture of how they are supposed to look and be experienced. If you hate CRT Shaders and only swear by CRTs, also come by and share your knowledge which might be used to assist in the development of even better and more accurate CRT Shaders and presets.
@@CyberLabStudio I already replied to another comment in regards to my perspective on CRT shaders: I am a huge supporter and enthusiast for these, and I recognize their immense usefulness, seeing as CRTs are deprecating, and since their production has stopped, in the coming years we're going to get dimmer pictures and an explosion in prices. My comment targets not your work (which is commendable) but instead highlights my (and others') personal preference over what a, huh, simulated CRT should look, or how it would look better. I feel like often times scanlines are over-emphasized in some shaders, resulting in a much dimmer picture. I, for one, do not remember seeing any scanlines when I used to play games on my small 15 inch 4:3 CRT TV as a kid. And my return to the retro space, and picking up these mitsubishi and grundig CRTs again reconfirmed my memories. What I do see is a very subtle dot matrix; the phosphorus spreading light in slightly blurred fashion, and some colors being naturally brighter than others. It's almost as if we get a natural HDR + natural anti-aliasing of sorts. On games like Sonic The Hedgehog, we barely even see pixels or jagged edges on the characters spikes. Like a layer of the ScaleFX shader was applied behind the dot matrix. In any case I commend and salute you for your work. My intention was not to trash it, but to highlight my, huh, subjective aesthetic POV in regards to CRT shaders. On the meanwhile, I've looked up other videos with your shader pack, and it's captured different, being more vibrant
@@worldogameplays It's (subjectively) much better (for me) BUT the kind of picture my 3 CRTs produce have literally no discernable scanlines, and what you see is instead a very subtle dot matrix, some phosphorus bloom, some natural anti-aliasing (to the point of no pixel being visible on Sonic's spikes) and some colors being slightly more blown out than others, almost like soft-HDR The shader I've seen thus far that better mimics the effect would be this one: ua-cam.com/video/FLy9ADAiZF8/v-deo.html Street Fighter 2 @ around 03:21 would be an excellent example of what I mean by "no visible scanlines"
Thanks again for the continued support and exposure! Great quality videos as usual!
By the way, CyberLab_Genesis_Composite_Slot_Mask_IV_for_CyberLab_Blargg_Video_Filter.slangp also works well with my Blargg_NTSC_Genesis_S-Video_CyberLab_Special_Edition.filt (aka Blargg_SNES_Custom_Psuedo_MD_S-Video.filt)
you'll still get full blending of transparencies unlike when using the core Blargg S-Video filter. I only recommend using the Core Composite Video Filter to get a rainbow effect when moving past the waterfall, glass or other transparencies like the pipes in Sonic The Hedgehog 2.
The video seemed slightly darker compared to how it looks in game to me. This can be due to a number of factors including compression as well as colour space, colour range and colour format mismatches in the capture/encoding software settings.
I'm happy to see someone really exploring the depths of my Shader Preset Pack.
Be sure to check out my new Le'Sarsh_4K_Optimized versions of my presets as well!
I could have done both, the core video filters and yours, but I didn't think about it at the time.
I just noticed the recording looks like in game colors, but after rendering it, they look a bit yellowish. Don't know what it could be. Might try other software.
What's different in the Le'Sarsh Shaders?
@@worldogameplays I noticed a lot of strange things when trying to do some livestreams using OBS. First I set the colour space to sRGB, the colour format to RGB 4:4:4 and the Colour Range to Full, which is what I thought matched my desktop settings and assumed was correct for the streaming but everything was extremely dark.
When those settings were set to defaults the brightness looked more normal, however technically RGB 4:4:4 is required for these masks to look correct.
I noticed that if I changed any one of those settings the streamed image got very dark.
Recording videos offline using GeForce Experience at 95 Mbps though was a cinche and that preserves almost everything perfectly.
Then transcode to x.265/HEVC using slowest encoding speed, Constant Quality at 27 RF fine tuned to film grain or NVENC at 30 and that looks pristine. NVENC encodes at about 60fps using these settings by the way.
Streaming (at least using an AMD GPU) is a whole different story.
I have a number of videos in my Libretro Thread which I've encoded in this way, I implore you to download some of them, especially the more recent ones and have a look at what's possible. If you message me in my Libretro Thread, I can probably post you a link which has some examples but you should be able to find them if you look, especially in my first post.
Lossy Compression also take a bit of brigtness away as it literally takes chunks of colour away from the "phosphors" which illuminate the screen and image since I use full strength masks in the vast majority of my presets.
Le'Sarsh presets were developed due to feedback from a particular user who said that he found my presets were a bit too harsh/sharp. I directed him to some less harsh ones, then I went on to converting all of my presets to higher TVL versions and put them in a separate folder.
The results are quite interesting. They work well especially if you're closer to the screen. You can still see the RGB "phosphors" if you stick your nose up to the screen but they're finer.
This is actually closer to a JVC D-Series Slot Mask CRT, while my previous Slot Mask Presets are closer to a Sanyo Consumer CRT.
The result is that my my Le'Sarsh presets are less harsh.
I find myself switching back and forth a lot though. I like seeing the textured mask look of my original presets on a big screen even from a distance but it's not perfect because the chunky phosphors can sometimes cause artifacts on the edges of text for example. This doesn't happen on the Le'Sarsh presets because the "phosphor resolution/dot pitch" is fine enough to stay within the boundaries of the content being displayed.
My latest updates have added additional performance tiers that should help lower performing machines be able to run the presets that might have struggled before. I also added some updated presets to suit those as well.
Check out the download page for more info.
Anyway, thanks again and keep up the good work!
I changed the colors in OBS to sRGB and the color format to I444, it now looks the same as the game, if my eyes are not deceiving me.
I also play close to the monitor I'm kinda really liking the Le'Sarsh presets!
@@worldogameplaysWow! That little OBS settings change is game changing!
Many RetroUA-camrs probably just use whatever settings they're accustomed to but my presets use full strength Mask and Scanlines so the details matter much more. They also use noise which makes them even more difficult to compress.
I love the additional exposure but it's a bit disappointing when I see videos of my presets looking darker or not like they would when actually played and then people commenting and judging them based on that subpar experience and impression.
At the end of the day, I'm still a noob when it comes to the world of UA-cam and streaming so even I have a lot to learn. I hope other UA-camrs will try to acknowledge this or at least consult with me first if their stream or video doesn't look the same as their gameplay.
Other shaders and presets that don't use full strength masks won't be as finicky, however you won't be able to stick your nose up to the screen and see the image being made entirely of RGB "phosphors" like in a real CRT with those compared to mine.
I've noticed strange judder in your videos, possibly, their only flaw in my opinion. I'm curious as to the cause of this. Do you have your OBS frame rate setting to 60fps? I know there's an option to "Prefer 60fps, otherwise use 30fps" or something like that. Also, do the games judder when playing? What about your refresh rate? Are you using a variable refresh rate? What do you think could be causing this?
What's your GPU usage like when recording?
I record at those extreme settings using GeForce Experience's Shadow Play on a GeForce GTX 1070 with no hiccups whatsoever. If the issue is at the capture stage and you can't figure it out in OBS, then feel free to try GeForce Experience Shadow Play and see if you get better results. There's nothing to lose.
I'm really glad you're liking my Le'Sarsh presets. I play far away on a big screen TV so my regular 4K_Optimized presets look quite nice from that distance and you can still see the CRT like details easily because they're so chunky. Due to the distance, they don't look so harsh to me but each has its advantages and disadvantages and I'm glad to provide higher TVL versions of all of my presets because not all CRTs were made the same and it wasn't that difficult for me to do.
How I'm going to maintain all of those presets, well that's a whole other story.
By the way, I notice you're capturing using Hardware NVENC (H.265/HEVC), perhaps you can try capturing in OBS using Hardware NVENC (H.264) at the same high 95Mbps bitrate I use for initial capture.
It's possible that HEVC is overwhelming the encoder at times when the on-screen action is scrolling fast and H.264 might be easier it.
It could also be the OBS framerate setting that I mentioned before dynamically switching from 60 to 30fps.
You definitely want it fixed to 60fps for this type of content.
I always record at 60 fixed fps.
I'll use shadowplay in some games, I don't know if I notice that when I'm playing.
Could be a conflict with my other 140Hz monitor or even RetroArch.
Too damn dark, and the scanlines are way too exagerated. My CRT TVs are nothing like this: They're bright, beautiful and the color really pops
I can just imagine how beautiful your CRT TVs look. For other folks, we might just enjoy pretending we have the real thing and tweaking and adjusting our shaders and games to achieve and improve their looks can be a very relaxing and enjoyable hobby.
One thing I would say about this video is that this Shader Preset actually looks a bit brighter in person. So there might be a technical reason probably due to the encoding settings used which contributed to further darkening the image which inherently would not have started off as the brightest in the first place.
Feel free to watch World of Gameplays' many other videos of my Shader Preset Pack in action and I'm sure you'll see where the video brightness and overall quality has improved.
Also be sure to come to the Libretro Forums and give my Shader Preset Pack a try for yourself. That way, you'll get a true picture of how they are supposed to look and be experienced.
If you hate CRT Shaders and only swear by CRTs, also come by and share your knowledge which might be used to assist in the development of even better and more accurate CRT Shaders and presets.
@@CyberLabStudio I already replied to another comment in regards to my perspective on CRT shaders: I am a huge supporter and enthusiast for these, and I recognize their immense usefulness, seeing as CRTs are deprecating, and since their production has stopped, in the coming years we're going to get dimmer pictures and an explosion in prices.
My comment targets not your work (which is commendable) but instead highlights my (and others') personal preference over what a, huh, simulated CRT should look, or how it would look better.
I feel like often times scanlines are over-emphasized in some shaders, resulting in a much dimmer picture. I, for one, do not remember seeing any scanlines when I used to play games on my small 15 inch 4:3 CRT TV as a kid. And my return to the retro space, and picking up these mitsubishi and grundig CRTs again reconfirmed my memories.
What I do see is a very subtle dot matrix; the phosphorus spreading light in slightly blurred fashion, and some colors being naturally brighter than others. It's almost as if we get a natural HDR + natural anti-aliasing of sorts.
On games like Sonic The Hedgehog, we barely even see pixels or jagged edges on the characters spikes. Like a layer of the ScaleFX shader was applied behind the dot matrix.
In any case I commend and salute you for your work. My intention was not to trash it, but to highlight my, huh, subjective aesthetic POV in regards to CRT shaders. On the meanwhile, I've looked up other videos with your shader pack, and it's captured different, being more vibrant
Hey man watch this one and tell what you think. ua-cam.com/video/n4dRDJWgMEA/v-deo.html. I made some adjustments to the mask strength.
@@worldogameplays It's (subjectively) much better (for me) BUT the kind of picture my 3 CRTs produce have literally no discernable scanlines, and what you see is instead a very subtle dot matrix, some phosphorus bloom, some natural anti-aliasing (to the point of no pixel being visible on Sonic's spikes) and some colors being slightly more blown out than others, almost like soft-HDR
The shader I've seen thus far that better mimics the effect would be this one:
ua-cam.com/video/FLy9ADAiZF8/v-deo.html
Street Fighter 2 @ around 03:21 would be an excellent example of what I mean by "no visible scanlines"
Promo>SM