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Shadow mask looks different in version 2.0.0 compared to version 1.0.0 #29
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p.s better to be viewed in fullscreen |
I'd check settings, those look like completely different grille types |
the top one is a dot triad shadow beam so as the bottom one, but for some reason in version 2.0.0 they look like grille mask you can even zoom in to see |
ah |
@Hillionliat could you copy/paste your crt-royale config for me? That definitely looks wonky to me, but it's not obvious to me what's causing it. In the meantime, try out the |
@akgunter Can you post a screenshot for reference? |
A screenshot of what exactly? A crt-royale config, or of what its output looks like, or both? |
Both? |
@BiatuAutMiahn here's an example of a nearly-default config, and the first screenshot shows the corresponding output. Incidentally, the issue actually turned up right there; so I don't need your configs; and the issue is fairly simple. The ordinary shadow mask is plainly too small to work correctly when the triad size is 3. I'll take another look at the math to see if it makes sense to change the scaling for the shadow mask, but there might not be a choice for that that isn't arbitrary. The second screenshot shows the results of the LowRes Shadow mask from that branch I mentioned. All the other settings are set to the defaults. It doesn't look identical to the v1 shadow mask, since it's a completely different algorithm; but I think you'll be happier with it than what's in v2 currently.
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Minor disclaimer: I'm not 100% satisfied with the LowRes Shadow mask yet. The dot pattern isn't really quite right when I look super closely. It's really close, though. |
Here's the latest rendition of the LowRes Shadow mask. Note that I set Phosphor Thickness XY to (0.3, 0.3) to hide the grid pattern a little more effectively. You can access that setting in the UI by setting ADVANCED_SETTINGS to 1. This one is a little more griddy and less stripey. I'm brainstorming over ways to get rid of the grid pattern entirely, but it's being a minor pain. I also added a new advanced setting Phosphor Offset that nudges the phopshors a teeny tiny bit. You can actually get the HighRes Shadow mask to look halfway decent at triad size 3 by setting it to (0.2, 0.2). |
I've tested the low-res mask branch it's beautiful looks absolutely good on 1080p one more question I've noticed version 2.0.0 has higher contrast compared to version 1.0.0 |
That’s probably a combination of the new phosphor mask and scanline algorithms, and maybe a brightness scaling constant I need to recalibrate. In both v1 and v2, those masks work by taking an RGB color and multiplying it by an RGB weight; and that weight depends on the pixel’s position on the screen. But the v2 math for converting screen position to color weight is more well-behaved at low resolutions, so the brightness should also have fewer issues with destructive Moire patterns and such screwing up the brightness. Alongside that, there’s a brightness correction buried deep in the code that’s supposed to make all the masks appear to produce similar brightnesses. But those corrections were calibrated to the v1 masks, and it wouldn’t surprise me if my new ones require slightly different values. I’ll have to figure out how to calculate the new ones, and hopefully it comes out looking similar. For now, my reasoning is that “they’re similar patterns, so they should have similar corrections, so I can just keep using the old ones.” |
I really low the low-res phosphor it looks good also really love that there is now a choice for people who has 1080p monitors and people who has 2k monitors, question did you succeeded this by combining the two colors blue, red, green because i notice low-res phosphor has two colors purple (which as I understand combined blue and red) and green. |
Yeah, they're actually quite directly based on this blog post. It's basically a trick to activate the individual red, green, and blue emitters in your display, rather than the entire RGB pixels. This creates the illusion of a cleaner, higher resolution image on your screen. My main contribution was to implement it with pulse waves, so I can render the grid pattern from scratch in real time. This lets me render the mask at almost any scale on any display with minimal rounding errors. And, even better, I can give users control over the size, sharpness, and positions of the phosphors in case my defaults don't work for them. |
I've noticed that the shadow mask that i usually love to use is different in version 2.0.0 compared to version. 1.0.0
first, it's darker and looks more closely to grille mask type
first screenshot in version 1.0.0 (notice how you can actually see the dots)
second screenshot is version 2.0.0 (notice that it looks similar to the grille mask type only darker)
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