ShaderGlass v1.2.1-bfi-alpha3 #202
Replies: 29 comments 60 replies
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One more tip if you're still having capture stutter issues you can try Window capture:
Using Window capture is slightly more efficient because it can bypass desktop composition. |
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@mausimus I'm trying this with a DirectX9 game, the game is locked at 60 fps. When i use Shaderglass it reads 60 on top of the 60. With other games i'm able to read the 240fps on top of the the 60. Any ideas what could it be? |
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New TestUFO CRT Simulator Demo: https://testufo.com/crtFor people who want to play with CRT simulator in a web browser before trying the software out. |
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Is there anyway to get rid of these horizontal lines that happen when active the crt beam ? |
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Using different curve screen shaders warps the text and makes it unreadable while the flat one doesn't. Also, the video in Disney's website is always black. |
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@mausimus This might help you: https://x.com/CookedNick/status/1960052790568571353 |
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Played PUBG using the CRT beam simulator felt smoother and the colors are better however there are times when the screen became too dark in glass mode. What are the differences between glass and clone? |
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I'm trying this out now on a 4k 240hz OLED and have a couple of issues. I see the small black lines crawling up the screen. When playing a game, I get huge input lag when limiting the frames to 60fps (happens with both Nvidia frame limiter and RTSS). I'm also getting some stutter when the game is running despite GPU usage only being around 25%. I made ShaderGlass real-time priority with ProcessLasso as instructed but am still seeing this lag. I will attempt to run the game as borderless windowed and change the input to just the game to see if that helps. |
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I've done extensive testing on shader, 144hz 1080p monitor and rtx 5070 ti. Shader works flawless as long as there is reasonable headroom on GPU usage. At more modern and heavy games, using window capture approach was the only way to achieve boost clock on GPU, not sure if its a bug. |
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After some testing, I noticed the following:
I would suggest to add the following:
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I tried it on my 3k 120 hz oled laptop and it works perfectly fine no stutter or problems and it's soo amazing but I have single problem which is latency a very noticeable 200ms of latency is there any solution |
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Couple questions, is this doing 120hz BFI on 120hz panels? Or like in retroarch does the content need to be 60fps for BFI/Beam sim to work on a 120hz panel? |
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in the parameters, there is Brightness vs Clarity option, when I push it higher to around 0.975250 for me, it becomes totally clear and pretty much perfect, like 99% the same brightness as normal without the filter, are there downsides to doing this? why would I want to make it darker? also should I disable Scan Direction? what is the point of having it? How do I save those changes as the default so that they don't reset everytime? |
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How much difference does "Max Capture Rate" option make? I have Windows 11 23h2, I don't want to upgrade unless it actually makes a meaningful difference. |
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I am currently applying this to ShadPS4 as test with good results, I need to play with some more settings, but its stable on my 240hz OLED. Question for @mdrejhon based on your last blur buster article, "The Blur Buster CRT beam simulator is currently implemented in RetroArch for emulation and in Vint for video playback. Vint provides all CRT beam simulation features including simulated phosphor decay and even VRR support so, for example, a 50FPS video can be played back perfectly on a 240Hz gsync display at 4x (200Hz output)." Is this what retroarch does for games that are not 60hz, says 57hz or is only Vint doing this? @mausimus Based on the above would it be possible for shaderglass to support games that are not exactly 60hz by just multiplying the source refresh (57hz x 4, 228hz on a 240hz monitor) by a multiple? My highest usage of shaderglass is on retro games and retro arcade games which all rely on refreshes between 55-60hz mainly. |
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You can already do 57Hz by creating a custom resolution in NVCP, and running RetroArch that way. For ShaderGlass, I'm not sure if that's mandatory or optional. Theoretically you can run 57Hz CRT sim at 240Hz, since the CRT beam simulation shader uses temporal sampling and does not require integer-divisibility. |
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Suggested Improvements (Short / Medium / Long-Term)I just added a new github issue entry to group it in the same umbrella. I realize some of these are complex, but long-term, subframe shaders will benefit from this! |
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Hey, Idk if you know but Lossless-Scaling let's you use a second graphics card that does it's scaling magic and that let's you play without the input latency that happens when rendering the game and LS on the same GPU. I saw that ShaderGlass has a menu for choosing the GPU, can I just pop in one and select it in the menu? How would I need it setup? |
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I'm getting insane headaches+eye strain when I turn this on. I tried 240/180/120hz (on a 240hz OLED) and each time it felt like my eyeballs were vibrating. I'm sure this isn't helpful information but I thought it was interesting. Even just looking at a static image with it on hurt. |
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Works brilliantly on my 180Hz 1440p IPS monitor! I use 'DisableDynamicPstate' registry entry which has helped immensely in mitigating flicker, especially when just on the desktop/browser/YouTube etc. Doing that has bumped my idle gfx wattage from 5W to 35W though. All Windows settings default, and only other Nvidia change was G-sync disabled. The following parameters make 60fps content look perfect on my monitor: Brightness: 0.307 The 60fps test used: Also, I've found that setting my monitor overdrive/'response time' to the highest ('Faster' instead of 'Fast') brightens it up slightly and doesn't result in inverse ghosting artefacts when using bfi/crt beam sim. |
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Hello, is there a possibility of an android release of Shaderglass? |
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Is it possible for this to work on 500hz monitors in the future or is this technology limited to multiples of 60? |
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I have a 240hz oled display, but I would like to try and limit my games at 120fps, so for this setup do I set the subframes to 2 to reach the 240hz? |
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is there any way in the future to mitigate the black crush? It appears to shift the gamma on the lower end by quite alot (especially with more subframes), I liked it alot in kingdom come deliverance 2 when I was on a field on a sunny day, but when it was nighttime I could literally not see anything even with a torch, even increasing brightness did not change it, disabling it of course made me see everything again. Same for every other game I tested with SDR and HDR, like Alice Madness Returns, It Takes Two and so on. I managed to mititage it somewhat with a ReShade Shader for SDR games, but in HDR I would need to combine shadow and exposure settings from RenoDX, and the values appear to vary alot game to game. But I should still mention I love your work, it really is an impressive quality increase in motion and I hope it gets more attention and love in the future, so thanks alot for the work already done. |
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I'm doing some wonky things and it's working? Just want to check-in with the experts and see what I can do to verify I'm actually doing and maybe learn from the feedback.
Okay now, I'm playing ARC Raiders and Darktide primarily; better results in ARC so far but curious things happening.
I'm enjoying this abomination but yea, learning bit by bit! Love this work! Also, this may be better placed somewhere else; direct me and I shall repost. Thanks! |
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one of the main things holding this back is hdr support, are you working on it or have an ETA? |
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Is there a way to also have scan lines while using BFI modes? |
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@mausimus I have been reached by a major mainstream website/gaming magazine who wants to interview me about the CRT simulator. I can't disclose which yet, but I wanted to give a heads up. My plan is to tell them about third party projects (or publish a webpage with a list) like Shaderglass Alpha. I want to give the indies credit for pushing forward CRT simulator. I am being interviewed this month and they want to do the article in early January. If possible, release any planned alpha or beta out by January -- if you don't prefer me to link to this github alpha3 page. I am wondering how we can make reliability more user friendly. Maybe some optional install-time automation of the DisableDynamicPState tweak (I heard there's an API or something) and automation of process priority upgrade. There's also an NVAPI call to increase GPU priority on NVIDIA products too. |
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Thank you everyone for testing ShaderGlass/BFI - it's now been superseded by a new app, ShaderBeam, which is a complete rewrite focusing on CRT Beam Simulator only. Feel free to check it out and leave your feedback in this thread |
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Important
ShaderGlass/BFI has been superseded by a new app, ShaderBeam. Check it out here
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 alpha3, big thank you to everyone for testing previous alphas.
DOWNLOAD
https://github.com/mausimus/ShaderGlass/releases/download/v1.2.1-bfi-alpha3/ShaderGlass-1.2.1-bfi-alpha3-win-x64.zip
How to test:
For best results:
With all of the above, desyncs (i.e. flashing) and capture stutter are minimal on my setup (13600k, 5060Ti 581.08, 240Hz 1080p). I recommend starting with older games like Quake or Trackmania before trying newer titles (these can be a mixed bag; UE games in particular often flash in menus but work decently in-game).
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 in alpha3:
Subframe specific options
You can adjust subframe-specific options to see if it makes a difference on your setup:
FREQUENTLY ASKED QUESTIONS
> What do I need to try this?
You need a high-refresh monitor which can run at a multiple of 60Hz (120, 240 etc.)
> I see slow moving scanlines or color banding on screen
This is a feature of CRT Beam Simulator to prevent temporary image retention. You can open Shader -> Parameters window and either set Scan Direction to 0 to disable, or adjust Gamma so that it's less visible.
> I started a game but it's flashing a lot
Try lowering quality settings in-game, you need a lot of GPU headroom; and make sure you did what you can from the best results list above.
> Every 10 or 20 seconds there's a "stutter wave"
Try to set your monitor to exact multiple of 60 Hz, not 239.76 Hz or something like that.
Previous alpha and testing feedback:
#200
This discussion was created from the release ShaderGlass v1.2.1-bfi-alpha3.
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