ShaderGlass v1.2.0-bfi-alpha2 #200
Replies: 17 comments 27 replies
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Getting a blackscreen with flip mode. |
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On a 1080p 180Hz monitor and RTX 4080 I'm still having hard desync in Hell Is Us demo, locked the fps with RTSS using all methods to 60 but didn't help much I have noticed that GPU Clocks drop from 2670 MHz to about 1300 MHz, even when the shader is off with Ctrl + Shift + A HAGS is on but Process Lasso didn't help, I'm gonna try with HAGS off in a moment. |
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Hello, please if at some point you could also review the ScaleFx Shaders Set, it would be epic. |
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Thanks for developing this! I don't see much difference, maybe a small improvement to the stutter with the new alpha version. I'm doing a simple test where I have quake 2 rtx running in a small window and I simply rotate the character holding right or left key, locked to 60fps with RTSS and the frametime showing perfect 16.66ms flat line and perceptually looks perfect/impeceptable jitter too. I clone this in a window beside it with ShaderGlass and regardless or shaders on or off I see large amount of incorrect frame delivery. Is the problem with the capture? what is the current approach used to collect the frames? does it lock to the input frame rate, e.g. usually 60fps.. but maybe would be good to expose a control/input value for that? also, if locked rate capture is used, could there be an exposed phase adjustment for users? Really want to see this work well and am happy to do testing. |
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Works really well on my 60hz good job even if its not intended dont find any graphical flick in-game works pretty good Edit: i tested on ELDEN RING |
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thank you for all your efforts and bringing us another alpha |
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Wow dude this is insane, it's literally magic!! for me it works flawlessly now 90% of the time with no desync, i only tried it in one game Wuchang: Fallen Feathers which is Unreal Engine 5 and it's really unoptimized and a stuttery mess but a really great game, now the only think would be to improve the input latency if possible. I have HAGS off and Process Lasso set up just as you said, i have a 4090 rtx and a 240hz oled, my settings in SG are predetermined with 60/240 subframes. |
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unless ive misunderstood, this is supposed to be set to monitor refresh rate, right? just a heads up but i suspect you'll also get requests for similar numbers like 160 in the future, as i believe thats an area where 4k HDR monitors can hit the bandwidth limits of many versions of DP/HDMI. truthfully i dunno all that much about how video signals work so i might be talking out of my ass but i thought it was worth bringing up early incase it turned out to be a massive pain in the ass for you to add new options later down the line. have a nice day. :) |
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this version doesn't work for me it drops to 80/120 fps and stays there. the older version works fine in this regard and shows 120/120 |
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@mausimus I've been testing with the Custom Resolution Utility by changing the timing setting of the 240Hz default resolution to "Exact reduced" with G-sync off. I found that any flickering disappears. Can you please test it yourself and tell me if the whole purpose of the CRT filter still works as intended? Thank you for the work, and keep it up. |
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Ok, finally had some time to test out this new alpha2. Works really well but still occasional stuttering. 5 seconds of perfectly clear moving image and then few stutters for couple of seconds and then another few seconds of clear image. Tested this with "Dont Starve" 2D scrolling game. It is locked 60fps on PC set by developers and no way around it. With CRT Beam simulation I get moving image as clear and crisp as standing still. Just awesome. One thing I noticed is that colors change a lot when shader is enabled. Kind of like "washed out" or such. It kinda feels like it changes the atmosphere of the game a lot. Same thing with The Last of Us Part2 when scavenging the sewers. It does not feel as scary with this shader enabled. I dont know what is the right term. Maybe Tone Mapping? But yeah, really promising. Rig: rtx5090, 9800x3d, 480Hz OLED. Process lassoed ShaderGlass. |
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It doesn't work for me (flickers heavily). |
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looks like overdrive mode in monitor settings have a direct impact on shaderglass it will effect the smoothness effect and the colors changes that happen when active the shader (the more aggressive the override is the less color change will happen) at least on my end |
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It's very inconsistent in how it works. That said when it does work, the difference is immense. Sometimes it lasts for 30 seconds to a minute before it hitches. I believe it might have to do with the mouse escaping the ShaderGlass window in full screen mode from repeated tests. I've noticed that in the window name it often says "80 -> 120", rather than "60 -> 120" as I believe it should be? I'm on Win 11 23H2 Pro Education.
For context somethings I've tried:
I took some videos in 60 fps, and 120fps slow motion to demonstrate the weird checkerboard tearing I'm seeing, and the hitching, as well as the mouse escape causing issues. Slow Motion: https://pixeldrain.com/u/Vv9L9fLh |
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As a long-time motion clarity enthusiast, I'll reiterate what many others have said - when it works it works great. Have experimented with Red Dead 2 and Cyberpunk 2077, this is what I've found starting with the positives:
The negatives:
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Thank you everyone for testing, I've just released alpha3 which improves (i.e. reduces) capture stutter, please check it out can continue the discussion in #202 . |
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OBSOLETE - LATEST VERSION HERE
#202
UPDATED ALPHA VERSION OF BFI / BLUR BUSTERS CRT BEAM SIMULATOR EXPERIMENT
This is an experimental branch of ShaderGlass dedicated to BFI & Blur Busters CRT Beam Simulator shaders.
Visit https://blurbusters.com/ to find out more about the shaders and their authors.
All other RetroArch shaders have been removed in this branch; use the mainline version of ShaderGlass for those.
This is alpha2, big thank you to everyone for testing alpha1! Based on the feedback and my own experiments
I've revised the timing logic and was able to improve stability of the effects.
DOWNLOAD
https://github.com/mausimus/ShaderGlass/releases/download/v1.2.0-bfi-alpha2/ShaderGlass-1.2.0-bfi-alpha2-win-x64.zip
UPDATE 16/08: Capture stutter is now the main problem, I will be digging into this more.
How to test:
For best results:
With all of the above, desyncs (i.e. hard flashing) don't really happen on my setup (13600k, 5060Ti, 240Hz 1080p, 576.88) anymore. The only annoyance is occasional input frame stutter where Windows Capture fails to consistently capture the game, something to look at. If you disable "Sync first sub-frame" choppiness will be less noticeable.
As usual, feel free to give this a shot and report your experience. This is really just an experiment to see if using capture method is a viable approach to running beam simulation shaders (it's far from ideal, but nevertheless worth trying). Since we are dealing with the black box of Windows' GPU scheduling, any correlation with your settings or specs can reveal meaningful info.
Changes/new options in alpha2:
Previous alpha and testing feedback:
#192
This discussion was created from the release ShaderGlass v1.2.0-bfi-alpha2.
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