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https://blurbusters.com/crt-simulation-in-a-gpu-shader-looks-better-than-bfi/
New Open Source Algorithm of Simulating CRT Raster-Scanning
- Major motion blur reduction on 240Hz+ displays.
- Soft phosphor fade & rolling scan, less eyestrain at same Hz than BFI or strobe mode.
- Variable per-pixel MPRT (Timothy Lotte’s brightness redistribution algorithm).
- Great for reducing display motion blur of 60 years of legacy 60fps 60Hz content.
- Works on LCDs and OLEDs
- Realtime (for retro & emulator uses) and slo-mo modes (educational)
- Brightness adjustment (less motion blur at lower gain values, by trading off brightness)
- Seamless; no banding* (when ABL algorithm in display isn’t interfering)
Real-Time Versions
Before running these animations, they may not look good on all displays; more Hz is better. These real time versions requires a performant GPU. You may see ugly erratic flicker if your GPU is too slow. Your display motion blur reduction will be limited by by the native:simulated Hz ratio. More Hz the merrier.
Flicker sensitivity note: Do not click these below links if you are sensitive to flicker.
Slow Motion Versions
Pre-Requisites for Good CRT Simulation
- Most discrete GPUs work (Radeon, GeForce, Arc).
Some fast mobile GPUs work (iPhone 120Hz with “Prefer Page Updates Near 60fps” turned off).
- Recommended: 240 Hz OLED
Minimum: 120 Hz LCD (non-FALD, due to local dimming lag)
Fantastic: 360-480 Hz OLED
- Display ideally configured to SDR mode (LCD or OLED).
This is because the current formulas used in the shader (gamma2linear and linear2gamma) is expecting the ability to calculate a photon budget for brightness-spreading over multiple refresh cycles for brightest pixels. This lowers persistence of average brightness pixels, and brightens the CRT simulation significantly. If you do any HDR boosting, you may need to readjust the GAIN_VS_BLUR constant and the GAMMA constant until banding disappears.
For Software Implementation
We look forward to seeing software and hardware developers implement this algorithm as optional motion blur reduction that is superior to plain black frame insertion.
- Software such as emulators (e.g. Retroarch);
- Video processor devices (e.g. Retrotink 4K, whom I helped with the BFI addition)
- Game engines that adds an optional low motion blur setting (e.g. fast scrollers)
- Display firmwares to add an optional CRT emulation mode
Remember, that all refresh cycles must be reprocessed, regardless of if the content frame rate is lower than the simulated CRT refresh rate.