![]() ![]() Parameters = "target_gamma monitor_gamma overscan_percent_x overscan_percent_y saturation contrast luminance bright_boost R G B" Shader2 = "./handheld/lcd_cgwg/lcd-grid.cg" Shader0 = "./srgb-helpers/first-pass-linearize-simulate-gba-on-lcd.cg" I tried to get the same result but with real black (means even less washed out). Color temperature near or exact to 6500k and gamma 2.2 is recommended for best view. Screens with Adobe or especially OLED Wide Gamut may over-saturate the screen, including the shaders. For later Samsung devices like S6 or S8, change display mode to basic as it displays in sRGB modes. ![]() Any device that is very near or exactly in sRGB color gamut will get good results. I recommend having color calibrated screen unless if it’s very close to sRGB color space. Note: These shaders are based on sRGB color space and the shaders are most accurate in LCD displays with most optimal display in sRGB standards. LUT reshade of those shaders are updated. (Version 9.2) Greatly Improve the accuracy on the GBA and NDS with better sRGB monitor with use of icc profile and reshade LUTs. Here is the data documented for DS Lite and PSP 1000: Prior to PSP 3000 or Brite, it has it’s own color space too and some games were optimized for it, but some games or especially multiplatform games prior to 2008 like Lego Star Wars II were based on sRGB instead. The PSP has a similar story to an extent. Though, playing older games on those models aren’t as a big deal as much as GBA. It stopped when DS Lite and models after it uses the near standard sRGB gamut. Some DS games prior to the DS Lite and mid 2006 may be optimized for NDS color space. They had their own color spaces, and NDS Phat, the first model, has a similar color space from GBA except a bit more saturated and bright. ![]() Games like Castlevania probably wasn’t optimized for the system’s brightness, which is why I created the another version of the shader, also known as gba-shader-high to see how it looks in a bright light and see games with less optimized brightness.ĭS and PSP has a similar story aside from the brightness. Though, a lot of GBA games are usually based on the original color space and brightness. Late GBA games around 2006 may started using near sRGB format when GBA SP 101 and DS Lite were mainly selling. The gba mods like the afterburner uses the GBA color space. The GBA SP AGS 101 came out around late 2005 and adds backlight, which gives better lighting, but it uses near standard sRGB and gamma which wasn’t design for early games. The near failure Game Boy Micro had poor sales, but it has a backlight and better screen of all GBA models that preserves it’s own color space while having better visuals. GBA SP AGS 001 uses the same exact screen as the original GBA model except it has front light instead, and the color space is preserved. They were designed for GBA to match the display. One example of over brighten and saturation is Golden Sun, Mario Kart Super Circuit, and DK king of swings. The colors are a bit washed out with darker gamma and a lot of GBA games are usually based on GBA format. It’s not as accurate but few prefer this and it is like VBA-M and No$GBA but better contrast.Īs you see the early GBA games, especially around launch, they were brighten and more saturated to match the screen since it has no backlight and the color space is different from our standard sRGB format. Vba-color looked like my last year’s version. Psp-color replicates the look of the PSP 1000 or 2000 models. Nds-color replicates the look of the original Nintendo DS displays. Gba-color replicates how most gba hardware colors looks like and includes the light intensity settings. This version no longer uses LUT texture and is more GPU friendly on lower ends. ![]() LCD.cgp adds the lcd-cgwg.cg and Motion Blur (PSP only) to the output.glslp and. Shaders created to create the GBA (Original, SP AGS-001, and Micro), NDS (PHAT), and PSP (1000 or 2000 slim) to output the same color matrix display as the real hardware. ![]()
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