ShaderGlass v1.2.0-bfi-alpha1 #192
Replies: 21 comments 61 replies
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Its just an opaque white, I see nothing whether I'm in fullscreen or its windowed. Sometimes its black. Edit: I changed something things and now its just plain black, and I move my mouse around and it duplicates a lot and stays on screen, but no image of the game |
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I know this isn't exactly what you're looking for, but just wanted to throw it out there: ShaderGlass now supports USB capture, so it's possible to put a mini-PC / old laptop (doesn't have to be powerful, these shaders aren't heavy) with a USB capture dongle between your main PC and monitor: play the game at 60 fps on your main PC, capture HDMI over USB into mini-PC running ShaderGlass, which runs beam simulator outputting to a high-refresh monitor. [PC with game @ 60 Hz] ----> HDMI - capture dongle - USB ----> [mini-PC] - ShaderGlass - CRT Beam Sim ----> High Refresh Monitor I just tested this and it seems to work - since there's nothing else running other than ShaderGlass, frame times are consistent and there is no flicker. Latency will depend mainly on the quality of the USB capture dongle, in my case even a cheap one isn't too bad. Once you set this up, you end up with a "hardware CRT beam simulator" of sorts, you can run anything on your PC. If anyone has the tools to try this as well, I'd love to hear any feedback. BTW I have experimented with this idea before and have a proof-of-concept of running some RA shaders on a Raspberry Pi, although I think Pis can only output 120 Hz max as of now; but that would be a really cool way to get beam simulator working on anything, by plugging in a Raspberry Pi with a USB capture dongle between your PC and monitor. |
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I was playing a bit with this alpha and i saw that the flicker issue was due to the inconsistent frametimes (looking with the RTSS graph). So here's what i've done to work almost perfectly:
Played apex legends and it was amazing! The clarity was something i've never seem before Note to games that supports nvidia reflex: If enabled, it automatically limits the fps to a few below the max refresh rate of the monitor. It might mess up with the shader, but i also didn't test this scenario. My setup: |
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Hey mausimus i saw on the steam forums you got image retention. |
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crt beam sim is definitely clearer. but im particularly impressed by the 120hz-safe-BFI shader. makes the 60fps ufo look as clean as the 240. tested on a odyssey va. |
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Hey is there anyway to reduce the input delay this causes? |
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I'm using 60Hz monitor so the test that i do dont matter its a mess but good job seems like its working for some people but i see the effect when i say its a mess its because it doesnt work properly at 60hz using the 120hz one |
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Tested using my 480hz oled and did some pursuit UFO Test shots just like @WalkingDead5220 |
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tried it out with default settings briefly in The Finals's firing range, might be placebo but results seemed decent. flicker was notable but able to be choked down and while my head is killing me now thats probably related to being awake for 14 hours. i am optimistic that results would improve if i had some proper gpu headroom in the game. |
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I might have found something: disabling "Hardware-accelerated GPU scheduling" made a night & day difference for me, flicker is almost completely gone. |
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What I've noticed is that there is a sort of color fringing or... chromatic aberration that occurs when it becomes unsynced (on top of the choppy look that happens when it becomes unsynced). Moving the camera left and right will cause a red and blue ghosting effect to appear. It also seems to lose sync a lot. I tried disabling Hardware-accelerated GPU scheduling but it didn't seem to deal with how often it seems to become 'unsynced' I also noticed that DSC mode on my monitor was also an issue. It sort of works sometimes, but causes some weird issues with bright scenes. I have 240hz mode without DSC and it seems to not have any brightness issues (IE, looking at the sun wont cause the scene to suddenly become washed out and dark) I have been testing it with RTXHDR enabled, perhaps that is causing some issues. The game I've been testing in has been Stellar Blade. Edit: disabling HDR and RTXHDR made no difference in terms of the chromatic abberation or syncing issues. Disabling DLSS made no difference except the performance and picture quality suffered. Disabling TAA as well made no difference with the issues. Gsync ON and OFF seem to make no difference with the issues either. RTSS seemed to help slightly, locking the shaderglass app to 240fps seemed to help with how often the syncing issues happened but it could be placebo. The game being locked to 60fps with NVCP versus the ingame limiter seemed to make no difference, but the game MUST be locked to 60fps by some means. |
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I have a question why can't you use "Allow Tearing" and "Flip Mode" At the same time? Also is there anyone here with the ability to do a latency test with this app? I know Digital Foundry can do it they benchmarked Lossless_Scaling so it will be good to know if we can find out what the actual latency is when this app is enabled |
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Hi, just to chime in with my results. I have 480Hz 1440p OLED (Asus PG27AQDP) and my test game is Factorio which is a 60Hz vsynced 2D scrolling factory game which is perfect specimen to test out motion clarity enchancing filter. I can clearly see massively better motion clarity with CRT beam simulation filter compared to game running without it, but there seems to be really bad syncing problems when I move with my character. It starts flickering really heavily and occasionally scrolling kind of a jumps like the game jumped forward in time and then reverts back making it very juddery experience. I tried all the suggested tips mentioned in the top post but no help from there. All in all its really good for brief moments when it works. EDIT: Tried out Cyberpunk with 60fps framerate cap. Seems to work better than in Factorio but still severe syncing problems. On a positive note one can clearly see the clarity enchantment when the filter is enabled. Really nice looking! Computer config: RTX5090, AMD 9800x3D 8-core, 32GB DDR5 6000CL32. I seem to have one pending GPU driver update now that I checked and Windows11 should be the latest stable channel version. HAGS is disabled. I try to experiment more with this because I am really enthusiastic of this. I have several PC games, mainly 2D scrollers, which are forcefully locked to 60fps so this would be really good for those. |
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Change the GPU power management mode to prefer maximum performance, then use Process Lasso v16 to adjust the GPU priority of ShaderGlass to real-time, which can reduce flicker without disabling HAGS. |
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wonder if anyone else is having this problem of black stripes. they only seem to appear when shaderglass gets at a big enough resolution
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Just wanted to bring up a few things about framerate sync. Syncing a game’s framerate to a virtual low refresh rate, say 60 Hz on a 480 Hz display is a tricky problem if shaderglass doesn’t have full control over the game’s framerate. The higher the monitor’s refresh rate, the more often the phase will change, especially if the framerate isn't running at a glass floor framerate. As far as I know, all framerate limiters focus on keeping a consistent frame period, not keeping perfect frame cadence with the monitor’s actual refresh cycles over a long session. On a 480 Hz monitor, a tiny 2 ms hiccup is enough to change the phase position relative to a fixed virtual 60 Hz cycle. Since it doesn't really matter for sample-and-hold displays, and it's beneficial for latency. But if we want an external limiter that works without some api to communicate with ShaderGlass, we’d need a limiter mode that keeps a dead-accurate vsync count of the monitor, so even with framerate disturbances it snaps back to a consistent phase. That way ShaderGlass wouldn’t have to keep resyncing all the time. accurate vsync counting with real vsync timestamps isn’t that hard. Maybe the RTSS or Special K devs could add a mode for it. The only snag is games with strict internal limiters that just won’t play nice with an external one. If you can get perfect control over the framerate phase/sync , you can cut down on stuttering and latency. |
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I set the Win11 Task Manager shaderglass.exe process to 'realtime' priority and the affinity to not use CPU 0 and 1, and also not use CPU 13-19, since on my i7-12700h laptop, the efficiency cores can mess up games. I also set iGPU to run ShaderGlass in Windows Graphics Settings and my 3080 Ti do render the games. with these settings I get a basically flat frametime graph for shaderglass from RTSS. Would be great to see this working more consistently. |
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I have been hoping Mame may implement this at some point, but their timelines are usually pretty long. I know CRT Beam Simulator doesn't work with VRR when its a changing refresh, but what about when VRR is on but the app is at a static refresh? Such as 58hz instead of 60hz. If you have a Mame game running 58hz or 59.18hz which I would assume requires VRR to be on to get that random refresh rate and its locked with no variation would you be able to sync to that using shaderglass and crt simulator? Retroarch has implemented CRT Beam Simulator and consoles don't always run standard refresh, so hoping that is a sign this is possible. |
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Thank you everyone for testing alpha1! I've released alpha2 and created a new discussion for it, please re-subscribe there. |
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Important
ShaderGlass/BFI has been superseded by a new app, ShaderBeam. Check it out here
This is an early experimental version of ShaderGlass adding BFI & Blur Busters CRT Beam Simulator shaders (all other shaders are removed so it's easier to work with). You can set Subframes in Output menu (should default to refresh rate / 60).
I'm really trying to test the waters if it will be feasible to do this in ShaderGlass since it's really detached from the video source and timing is very inconsistent resulting in flicker :/ But I was able to run these shaders successfully without flicker under certain conditions.
What works "on my machine":
What doesn't work:
How to test:
What I'm looking for is:
Update 11/08: please try disabling "Hardware-accelerated GPU scheduling" in Windows' graphics settings, this can significantly reduce flicker.
This discussion was created from the release ShaderGlass v1.2.0-bfi-alpha1.
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