By the way, has anyone noticed how different the lanterns in Ninja Ryuukenden look filtered versus unfiltered? It's like they turn... 3D, and they've got some kind of bloom. Is it an effect of "black crush", maybe? It's an example I've never seen come up online. Screenshots stretched back upwards for your viewing convenience.
>>283824
>If you're playing any fifth gen titles or later (Like you're indicating with the RE screenshot), don't bother messing around with any CRT shaders if you're already playing on a CRT (**And even if you're not, still don't bother).
I've got to disagree, the pre-rendered backgrounds of Resident Evil in particular take on a completely different character without filtering, and there's plenty of other completely 2D, artwork-based games being rendered at 320x240. Using a PC CRT might mean I get to enjoy everything in its intended 4:3 anamorphic ratio, but aside from that, I've got to stress that everything displayed on this looks pretty much exactly the same way it'd look on an LCD. I know this game had a contemporary Windows port released at around the same time where people would have seen those backgrounds in their awful, unfiltered, pixel-perfect glory, but just because I'm a PC CRT user doesn't mean I should have to endure the same, I think.
I'll look into using simple bilinear/blur filters like you recommend. The idea of it pains me, but maybe it's cheaper and more authentic than NTSC filters alone?
>>283825
>All you'd need for the "authentic" "experience" would be a simple scanline shader and more importantly an NTSC Composite shader
So my first screenshot should be correct, by your reckoning? I thought I had it working pretty well, but I just wanted to check whether I could be doing better.
>By the way, how does your CRT handle aspect ratios?
I used to faff around with native-mode SwitchRes, but unfortunately my CRT takes a full second or two of blackscreening to complete any mode-change (refresh rate, resolution, etc.). Apparently it's a "feature" of modern PC CRTs since some people found the warping on an unfiltered, instantaneous mode-change "disorienting".
So to answer your question, the super-resolution I took those screenshots at is the resolution I play all of my retro console games in. Horizontal axis integer-divisible by both 320 and 256, vertical axis integer-divisible by 240.
I probably don't need to explain this to anyone here, but just in case they're unfamiliar, this exploits the real tricksy thing about CRTs where ANY resolution is 4:3 as long as you're using the geometry settings to physically rescale it to the size of your glass, and the integrally-scaled axes means I avoid any of the blur induced by digital rescaling.
By the way, as for this: