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You can get a convincing CRT-style picture without owning a CRT. For emulated games, load a CRT shader in RetroArch; for original consoles, send the console through a video scaler or processor that can add scanlines, mask patterns, curvature and glow. Then put the modern display in Game picture mode and tune brightness, scaling and shader strength for your screen.
These methods simulate selected CRT characteristics rather than proving that an LCD or OLED behaves exactly like a particular tube. The best settings depend on your source (emulator or console), display resolution, viewing distance, preferred sharpness and available processing power.
Choose the right route first
Your source determines the practical solution. An emulator already produces a digital frame, so software can alter that frame before it reaches the display. An original console produces an analog or older digital signal that usually needs external conversion and scaling before a modern HDMI display can show it cleanly.
| Route | Best fit | What it does | Main trade-offs |
|---|---|---|---|
| RetroArch CRT shader | Emulated games on a compatible PC, handheld or other RetroArch device | Applies adjustable scanlines, phosphor-mask patterns, blending, curvature, bloom and related effects to the rendered image | No dedicated scaler purchase, but shader support, video-driver compatibility and processing requirements vary |
| Dedicated scaler or processor | Original consoles connected to a modern TV or monitor | Converts and scales the console signal, then can add scanlines, masks and other CRT simulation before HDMI output | Requires compatible inputs, console cables and a hardware purchase; exact features depend on the model and firmware |
Compare either route on six practical questions: Are you emulating or using original hardware? Which input type does your source provide? What resolution can the display accept? Do you want a sharp arcade look or a softer consumer-TV look? Can your device run the desired processing comfortably? What is your budget for cables or hardware?
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What creates a CRT-like image?
Scanlines are only one part of the appearance. The CRT shader catalog from Libretro describes combinations of horizontal line structure, phosphor masks, blur or blending, possible interlacing, screen curvature and bloom-like glow. Different presets emphasize different goals: some preserve crisp pixels, some soften edges, and others add color or signal characteristics associated with a particular display style. A preset is therefore a bundle of visual decisions, not simply an “on/off” scanline filter. See the Libretro CRT shader guide for the documented options.
A modern panel also has its own pixel grid, brightness response and motion behavior. A shader can darken alternating rows and draw a mask pattern, but it cannot make an LCD’s pixels emit light in exactly the same way as a phosphor tube. Treat the result as a configurable approximation. No controlled comparison in the available documentation establishes a universal fidelity score for any shader or scaler.
Software method: add a CRT shader in RetroArch
RetroArch’s official shader documentation says shaders can reproduce the look and feel of old CRT monitors, stack multiple effects and expose preset parameters for tuning. Slang is the recommended shader format when it is available for your platform, although the usable format is determined by your operating system, video driver and RetroArch configuration. Read the official RetroArch shader page for the format guidance and feature overview.
Before you start
- Install a current RetroArch build for your operating system or gaming device.
- Confirm that the selected video driver supports the shader format you intend to use.
- Use the display’s native or a well-supported output resolution; a shader cannot fix an incorrectly configured aspect ratio.
- Enable the television or monitor’s Game picture mode before judging latency or image quality.
- Keep a way to undo changes: save a preset only after you have a baseline that works.
Load a basic CRT preset
- Start a game in RetroArch.
- Open the Quick Menu while the game is running.
- Choose Shaders, then enable the shader option if it is off.
- Choose Load Preset and select a lightweight CRT preset. The exact folder names differ by installation and shader package.
- Return to the game and inspect a fixed reference scene: a character standing still, a text-heavy menu and a bright white object are useful checks.
- Open the shader parameters and change one setting at a time. Save a game- or content-directory preset only when the result is stable.
Begin with a light preset so you can establish correct geometry and scaling before adding demanding effects. A simple scanline-and-blend preset is easier to troubleshoot than a multi-pass mega-shader.
Set geometry before visual effects
First correct the game’s aspect ratio and integer-scaling choice. A shader tuned on a stretched image will make scanlines and masks look wrong even if the shader itself is working. Compare a known circle, square pixel-art object or round character head. If it looks wider or narrower than intended, fix RetroArch’s video and scaling settings before changing curvature or mask strength.
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Build the look gradually
- Start with scanlines. Set moderate line darkness. Excessive darkness can crush shadow detail and make the whole image look dim.
- Choose sharpness or softness. Increase blending or blur for a softer consumer-TV impression; reduce it when you want crisp arcade pixels.
- Add a phosphor mask. Slot-mask, aperture-grille and other patterns change color separation and apparent brightness. Increase strength slowly because a strong mask can become visible as a distracting grid at close viewing distances.
- Try curvature. A small amount suggests a curved tube. Too much bends menus and makes the effect look stylized rather than natural.
- Add bloom or glow last. Bloom can make bright sprites feel luminous, but it can also blur text and reduce contrast.
- Test interlacing or signal effects only when appropriate. These effects can suggest the behavior of an interlaced or composite source, but they may be undesirable for a clean digital emulation.
The Libretro CRT catalog notes that some elaborate modern mega-shaders look better at 1440p or higher because the display has enough pixels to resolve their mask structure. Higher resolution also increases processing demand, so a more detailed output is not automatically a better choice for a lower-powered device.
When to try CRT-Royale
CRT-Royale is an advanced, highly configurable RetroArch shader. Its documentation says the defaults generally resemble a small, flat slot-mask television with sharp scanlines. It also stresses that real CRTs vary in softness, curvature, phosphor layout, convergence and other characteristics, so the defaults are a starting point rather than an objective reference. Consult the CRT-Royale documentation before changing its many parameters.
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Keep shader performance under control
- If the game stutters, audio crackles or frame time rises, switch to a lighter preset before lowering unrelated emulator settings.
- Disable optional bloom, curvature, mask or signal passes one at a time to identify the expensive effect.
- Use the actual display resolution and normal seating distance when evaluating the result. A mask that looks subtle at 4K may be too coarse at 1080p, while a high-resolution preset may cost more processing than your device can provide.
- Save separate presets for different displays. A setting that looks balanced on a 4K television can appear too dark or too sharp on a 1440p monitor.
Hardware method: process an original console
Original consoles often need a video scaler or processor to convert their output for a modern HDMI display. RetroTINK describes its product range as covering simple adapters through high-end processors for vintage consoles; its main product page explains the broader category.
What a dedicated processor handles
A processor can accept the console’s supported signal, deinterlace or scale it, and generate a modern output resolution. Depending on the model, it can then apply scanlines, a phosphor-mask pattern, curvature, blending and other CRT-style effects. This keeps the original console as the source rather than replacing it with emulation.
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RetroTINK-4K Pro as an example
The manufacturer’s RetroTINK-4K Video Processor & Scaler page documents CRT simulation, inputs ranging from composite through 1080p digital formats, and output up to 4K60. The page listed a price of $750 when accessed in 2026. That is a volatile manufacturer-listed price, not a permanent price or a recommendation for every setup; verify current stock, price, included accessories, firmware support and the exact cable requirements for your console before buying.
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RetroTINK calls the product “the world’s most advanced video processor and scaler for retro game consoles.” That is the manufacturer’s positioning, not an independent comparative test. The relevant buying question is whether its input coverage, output resolution and CRT controls match your console collection and display.
Compatibility checklist before purchase
- Console signal: Identify whether each console outputs composite, component, RGB, SCART, HDMI or another format.
- Connector and cable: A processor may support a signal electrically but still require a separate, correctly wired cable or adapter.
- Resolution and refresh: Confirm that the processor accepts the console’s timing and that your display accepts the processor’s chosen output.
- Interlaced sources: Check how the device handles 480i or other interlaced modes before assuming every game will look identical.
- Audio path: Verify whether audio travels through the processor, needs a breakout cable or must be routed separately.
- Firmware: Features can be version-specific. Read the current release notes rather than relying on an older product description.
Connect and configure the console
- Turn off the console, processor and display.
- Connect the console using a cable and input type explicitly supported by the processor.
- Connect the processor’s HDMI output to a display input that supports the desired resolution and refresh rate.
- Power on the display, processor and console in that order if the processor’s instructions require a particular handshake sequence.
- Select the matching input on the processor and confirm that the console picture is stable before enabling CRT effects.
- Choose an output resolution your display handles reliably. If 4K introduces handshake problems, test 1080p or 1440p before changing the console connection.
- Enable scanlines or a mask at moderate strength, then adjust brightness and backlight on the display to compensate for the darker simulated image.
- Save a profile for each console or signal type after checking several games, including one with a bright white menu and one with dark scenes.
Tune scanlines, masks and brightness without losing detail
Simulated scanlines intentionally darken part of the image. RetroTINK’s 5X firmware notes document scanline-intensity controls and mask styles including slot mask, aperture grille and PVM. The same notes warn that simulated scanlines reduce brightness and advise adjusting the display’s brightness or backlight as needed. See the RetroTINK-5X firmware release notes for version-specific behavior.
Raise brightness carefully rather than turning every control to maximum. Use a dark game scene to check shadow detail, a mid-gray background to check uniformity and white text to check clipping. If blacks become gray, reduce the display’s black-level or brightness control after balancing the backlight. Make comparisons with the same game, output resolution and display picture mode; otherwise it is impossible to tell whether a change came from the CRT simulation or from the television.
RetroTINK’s homepage also reported that 5X firmware 4.0 backported part of the RT4K processing pipeline, adding HDR10 output, energy-normalizing scanlines, full RGB shadow masks and “Quasi-4K” resolutions. Those are firmware-specific features, so confirm current device support and release notes before planning a setup around them.
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Prevent modern-TV processing from adding lag
Set the television or monitor manually to Game picture mode. Libretro’s TV guide explains that non-game modes can add latency through extra image processing and notes that RetroArch typically does not send the HDMI ALLM signal some televisions use to switch modes automatically. Game mode removes or reduces those extra steps on many displays.
Do not treat a single latency number as universal. Delay varies by display model, resolution, refresh rate and picture mode. Test your own setup with a game that demands timing, and check that motion, menus and controller response remain consistent after enabling the shader or processor. RetroArch shaders and overlays apply effects to the emulated image itself, avoiding reliance on non-Game television processing for the CRT appearance.
Troubleshoot the most common problems
The picture is too dark
Lower scanline or mask strength first, then adjust the display’s backlight or brightness while checking dark-scene detail. A strong mask and strong scanlines can compound the loss of light. Do not judge brightness from a single bright menu.
The image looks like a visible grid
Reduce mask strength, increase output resolution if your hardware allows it, or choose a mask designed for a greater viewing distance. At close range, modern displays can reveal the simulated pattern more clearly than a CRT would.
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Text is blurry
Reduce blur, bloom and convergence effects, and verify the game’s aspect ratio and scaling. If the source is an original console, check whether deinterlacing or an inappropriate output mode is softening the image before the CRT simulation is applied.
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The shader causes stutter
Switch to a lighter preset and disable optional passes individually. CRT-Royale and other elaborate effects can require more processing; its documentation recommends tuning or disabling slower options to reach the performance you need.
The console shows no signal
Confirm the processor input, cable wiring and console output mode, then test a lower output resolution. Check that the display accepts the processor’s selected refresh rate. Firmware and input support are model-specific, so consult the current manufacturer’s documentation rather than assuming that a cable adapter changes the signal type.
The result looks stretched or unnaturally curved
Correct aspect ratio and scaling first. Then reduce curvature and compare a circular object or square-pixel artwork. Geometry errors are easier to spot in a flat test image than in a busy action scene.
Which setup should you choose?
- Choose RetroArch shaders if you already emulate games and want the lowest-cost path. Start with a light CRT preset, then move to CRT-Royale when you are willing to tune more parameters.
- Choose a dedicated processor if original-console hardware, authentic controllers or cartridge use is central to your setup. Confirm every console’s signal and cable requirements before selecting a model.
- Use a hybrid setup if you play both. Keep shader presets for emulation and a processor profile for each original-console input; tune them separately because the source signals and scaling paths differ.
What “CRT-like” can and cannot mean
There is no source-supported universal best preset. CRTs themselves differed in screen size, mask type, phosphor behavior, curvature, focus, convergence and signal quality. CRT-Royale’s documentation explicitly notes that people prefer different levels of softness, curvature, scanlines, phosphors, interlacing, sharpness and convergence. Choose a reference look and tune for your seating distance instead of chasing a single objectively correct setting.
A shader or scaler can reproduce selected visual cues and, with careful tuning, make retro artwork feel substantially closer to a tube display than an untouched modern-panel image. It remains a simulation. Your final choice should prioritize stable frame delivery, correct geometry, readable detail and responsive controls over maximum effect intensity.
Quick Recap
A practical starting recipe
- Put the display in Game picture mode.
- Correct aspect ratio and scaling with CRT effects disabled.
- Load a lightweight RetroArch CRT preset, or select a moderate scanline profile on the hardware processor.
- Add mask, softness, curvature and bloom one at a time.
- Check a bright scene, a dark scene and text at your normal viewing distance.
- Reduce any effect that obscures detail or causes performance problems.
- Save a separate profile for each display and source type.
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