I'm the author of this shader, here's some tips:<p>- Throw as much native:emulated Hz ratio as you can.<p>- 120Hz = up to 50% blur reduction<p>- 240Hz = up to 75% blur reduction<p>- 480Hz = up to 87.5% blur reduction<p>- Calibrate your black levels and white levels (e.g. via TestUFO PLUGE test and White Level tests), since you need all of the levels for the simulated phosphor fades.<p>- Use SDR mode, not HDR, the math in the shader is designed to the Adobe sRGB curve. I wish I had more direct access to the complex HDR curves and ABL to auto-compensate for Talbot Plateau Theorem.<p>- Use odd number native:emulated Hz ratio on LCD to make it immune to image retention + slightly better behaviors with LCD 6-bit FRC<p>- Adjust Gain-vs-Blur and gamma, if there's problems. Using low Gain-vs-Blur will reduce color ghosting. Use 0.5 for 120Hz, and if you're getting too many artifacts, try testing numbers as low as 0.25 for 240Hz to see if color ghosting problems disappear. (A fix will be coming)<p>- Artifacts reduce dramatically at 480Hz versus 240Hz vs 120Hz, more Hz really helps CRT simulation. More Hz the merrier, for BYOA (Bring Your Own Algorithm approaches)<p>There will be an improved version of my shader on Github, involving:<p>- Global refresh mode (like a phosphorescent BFI)<p>- Color balancing modes<p>- Black level lifter (to fix any thin dark bands caused by violations to Talbot-Plateau Theorem due to certain displays' crappy handling of below-2% greyscales, etc)<p>Keep an eye out for it in January 2025, just star the Github repo or wait for Retroarch (etc) to implement the improved version of my shader (after I'm finished deadline work for a client at CES 2025)