Border shaders bedroom retroarch1/26/2024 The tricky part is certain eras had monitors with particular characteristics. Your picture of the IBM monitor emulation isn't bad. I almost forgot about that "feature" of those old monitors. After a half hour of Rogue it has a distinct smell. My Tandy CM-5 also starts to smell after it warms up. I'm certain there's people who want that high frequency hum too I might've posted this before here but here's an example of the usefulness of easy tweaking: (micro64 tv emulation, plenty of sliders with immediately visible effect) Reply 82 of 162, by avx To make that possible there should be easy way to tweak all the parameters of the "emulation" on the fly while running some test image that one either has a good idea how it should look like or can do side by side comparison to suitable CRT. The implication is that developing the CRT emulation to look convincing is a bit like tuning some kind of musical instrument by ear with help of a reference (either ones memory of how it should look like or a CRT that actually doesn't have pixelated look when viewed from regular distance). (Samsung pentile might be recent exception here atleast for the dot arrangement) When LCD pixel is magnified, they typically are rectangular. The supportive theory behind this is that small vga crt had larger pixel pitch and some had different shape (or even arrangement) of the dots being illuminated (eg the rgb not in a rectangular looking row). Also the evidence for the above being true, well I can't vouch for it, because if someone takes a photo of a CRT, we don't know if the camera focus was matched to replicate how the CRT looked to your eyes when they were focused at typical viewing distance. Now granted, it's possible majority of old CRT probably were not like this, as people generally wanted sharper image and that's where things evolved. Such should not be visible due to the round pixels bleeding into each other. Similarly in "x" in "Text", the x looks as if there's stair steps. eg in that text "disabled", you can see in the "d" letter there is clear rectangular look to it - a vertical and horizontal line (vertical starting at row 3). the text is fuzzy enough to a degree where the center of a pixel has higher contrast than the edges, but if there is a neighboring (even diagonally) pixel of similar intensity and color, it somehow bleeds a bit filling that void (but not overtly, just enough to fool you from normal viewing distance that there might be something where there isn't if you go closer). It might now look like your average CRT but I believe there were CRT's that went further, where the effect should be such that eg. So I recently tried out the DOSBox core in RetroArch 1.2.2, with the CRT Royale shader - and lo and behold! Convergence errors and bloom in DOSBox
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