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To give an emulated game a CRT-style image in RetroArch, run content, open Quick Menu > Shaders > Load Shader Preset, and choose a CRT preset from the shader pack that matches your active video renderer. Start with crt-geom for a flexible general-purpose option, adjust its available parameters while viewing the game, then save the result at the scope you want. The right shader format and the preset files available depend on your RetroArch build, platform, and renderer, so there is no single preset path that applies to every device.

Before you begin: match the shader format to your renderer

RetroArch supports Slang, GLSL, and the older Cg shader formats. The correct format is determined by the video renderer and platform configured in your RetroArch installation, not simply by the fact that the display is a TV. Libretro recommends Slang when it is available and describes Cg as old and deprecated. That is a recommendation, not a guarantee that Slang is available or suitable on every device.

If you do not know which renderer your setup uses, check the video-driver setting in RetroArch before downloading a shader pack. The exact settings path and available choices can vary by build and operating system. Do not assume that every pack or preset will appear on a console, a small single-board computer, a PC, or a mobile device. Use the shader format that corresponds to the configured system and renderer.

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The steps below use the general RetroArch menu flow described in Libretro documentation. The introductory shader guide is dated January 22, 2021; menu labels and available files can change between builds. If a label or preset differs on your installation, the format and renderer match is the first thing to verify.

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Install or update the matching shader pack

  1. Open the updater. From RetroArch’s Main Menu, select Online Updater.
  2. Update only the matching shader set. Choose the entry for Slang shaders, GLSL shaders, or Cg shaders that matches the configured renderer and system. Updating a different format does not make it the right pack for your active renderer.
  3. Wait for the update to finish. The shader files are software downloaded through RetroArch; this general setup does not require a physical CRT, an adapter, or a separate TV product.

If the expected CRT presets are missing after the update, first confirm that the correct shader pack was selected. Also account for platform and build differences: the precise folder names, extensions, and files may not be identical everywhere.

Load a CRT preset while a game is running

Start the game or other content you want to configure. RetroArch exposes the shader controls through the Quick Menu while content is running.

  1. Open the Quick Menu.
  2. Select Shaders.
  3. Choose Load Shader Preset.
  4. Browse to the CRT folder for the shader format you installed, then select a preset.
  5. Return to the game image and inspect the result before saving.

Libretro’s introductory example uses shaders_glsl/crt/crt-geom.glslp. Treat that as an example path, not a universal one: the folder name and extension vary by shader format, and some builds may organize the files differently. Look for the corresponding CRT preset in the pack you updated.

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A preset can combine one or more shader passes rather than representing a single isolated visual switch. Loading a preset applies the effect chain it describes. If it appears to do nothing, check that content is running, that the shader menu is active, and that the selected preset belongs to the installed format.

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Choose a preset that suits your device and preferred image

There is no objectively most authentic CRT preset for every viewer or display. People differ on how much curvature, scanline visibility, phosphor-mask texture, sharpness, blur, and glow they want. The project documentation describes useful technical starting points, but the image should be judged on the screen where you will play.

Preset family Performance and scaling notes Controls and image considerations
crt-geom A flexible starting point that the catalog describes as running well on modest GPUs and remaining good at non-integer scaling. Offers many customization options. Consider it when you want to tune rather than accept a fixed look.
crt-pi Intended to run well on Raspberry Pi hardware; also described as a good option for weak or mobile GPUs. A practical lighter alternative when a more demanding effect performs poorly.
crt-guest Described for users with more capable GPUs. The catalog also lists a -Fast variant with lower requirements. Offers a wide range of options for users who want more control.
crt-hyllian The catalog describes its Multipass option as suitable for modest GPUs. A family with fewer options, which may suit users who do not want extensive tweaking.
crt-royale Substantially more demanding than a lightweight starting point. Libretro says it looks good at 1080p and benefits more from 1440p and higher resolutions. Advanced and highly adjustable, with many parameters. It is not the default choice for every TV or device.

These descriptions are relative guidance, not guaranteed frame-rate results. The available performance also depends on the device, build, renderer, and preset configuration. If you are unsure, try a lighter option first; a complex shader is not an improvement if it makes play uneven.

Tune the effect on the actual TV or monitor

Once a preset is loaded, open Preview Shader Parameters or the parameter controls if the preset offers them. Change one setting at a time while the game image is visible. The available controls depend on the selected preset; there is no universal list of parameters shared by every CRT shader.

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Scanlines and scaling

Scanlines are one of the most recognizable CRT cues, but their visibility depends on the shader, the game image, and how the emulated picture is scaled to the display. Repeating scanline patterns generally work best with integer scaling, while the catalog notes that some shaders tolerate non-integer scales better than others. If lines look uneven, too heavy, or distracting, compare another scaling situation or preset before compensating by changing unrelated visual controls.

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Phosphor masks

Mask patterns simulate the structure associated with CRT phosphors. A pattern that is attractive at one resolution can look coarse or overly obvious at another, particularly when the pattern is sampled at the TV’s resolution. Inspect the effect at your normal viewing distance and on the display you actually use. If the texture competes with game details, reduce its prominence through supported settings or select a preset whose mask is less conspicuous.

Sharpness, blur, glow, and halation

These controls influence how crisp the image appears and how strongly bright areas bloom or spread. A sharper presentation can emphasize pixels, while blur or blending can soften transitions. Glow and halation add light around bright image details. The useful balance depends on the source game and your taste; the documentation does not establish one correct value. Change a control, compare the image, and keep the setting only if it improves the result for you.

Geometry and curvature

Geometry settings can bend the image to suggest a curved CRT screen. Curvature is a visual choice, not a requirement for a CRT-style effect. If the edges appear distractingly warped or the picture feels uncomfortable, reduce the geometry effect using the preset’s available controls. Some presets expose more geometry options than others, so a missing parameter is not necessarily a configuration error.

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Interlacing and other effects

Depending on the preset, controls may simulate interlacing or combine several display characteristics. Change only the controls that are actually present, and evaluate them with the content you play. A particular parameter name or option should not be expected across all shader families.

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What to know before using CRT-Royale

crt-royale is intended for users who want a large number of controls and have enough GPU capacity for a demanding shader. Its documented options include aperture-grille, slot, and shadow masks; mask pitch and resampling; bloom; scanline beam shape; geometry and curvature; sharpness; halation; diffusion; and interlacing. These choices can produce a highly tailored result, but they also make it easier to spend time tuning details that a lighter preset may handle adequately.

Libretro notes that runtime parameters make live experimentation convenient but can reduce speed because they prevent static evaluation of some calculations. In practical terms, a preset may run differently while its parameters are being changed than a shader configuration optimized without those runtime adjustments. If performance is poor, test the image after settling on settings and consider a lighter preset rather than assuming the TV or entire system must be replaced.

If CRT-Royale remains too slow, the project documentation suggests trying a faster preset or, where appropriate, its Fake-Bloom or Intel variant. Its compatibility notes also mention sRGB framebuffer and mipmapping limitations that can cause banding or poor mask appearance on some combinations. Those notes include historical version context; they should not be read as proof that every current system has these limitations. Test your own renderer and build rather than applying the caveat universally.

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Save the shader configuration at the right scope

After tuning, save the shader configuration so it persists. RetroArch offers automatic save scopes and a separate option for storing a reusable preset. The scope determines which content receives the effect.

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Save scope Where it applies Use it when
Global Across content and cores. You want the same shader configuration broadly, rather than different looks by system or game.
Core Content run through one core. You want one configuration for a system or platform represented by that core.
Content Directory Content in a directory; this automatic preset is also core-specific. You want a shared effect for a folder of content without applying it to every folder.
Game One game; this automatic preset is also core-specific. You tuned a particular game and want its shader settings kept separate.

When more than one automatic preset could apply, the most specific one takes precedence. That means a game-specific configuration can take priority over a broader scope. If a saved setting seems not to be active, check whether a narrower-scope automatic preset is overriding the broader one.

Save Shader Preset As is distinct from an automatic save. It stores a reusable preset in the shader directory. A simple preset stores parameter or texture-path changes over a referenced preset; a full preset stores the complete shader chain. Choose the former when you want a smaller set of changes tied to a base preset, and the latter when you need the whole chain represented in the saved file.

The exact save choices and labels can vary with build. Use the available shader-save menu and select the scope that matches the intended reach of the change; avoid saving globally when you only meant to change one game.

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Troubleshoot common problems

The CRT preset is missing

  • Confirm that you updated the pack matching the configured renderer: Slang, GLSL, or Cg.
  • Browse the CRT folder within that format’s shader directory; paths and extensions can differ.
  • Check whether your platform or RetroArch build includes that format or particular preset. Availability is not universal.

The shader loads, but the image barely changes

  • Confirm that the preset is active under Quick Menu > Shaders while content is running.
  • Compare a clearly visible effect, such as curvature, mask texture, or scanlines, if that preset exposes one.
  • Remember that presets vary in what they simulate; loading a CRT preset does not guarantee that every CRT characteristic is present or strongly visible.

The image is too dark or visually busy

  • Use the preset’s available parameters to inspect scanline strength, mask visibility, sharpness, or glow-related settings.
  • Adjust one control at a time and view the result at your usual resolution and distance.
  • Try another preset if the desired balance is difficult to reach with the current one.

Performance drops or the game feels uneven

  • Switch to a lighter option such as crt-pi, or try crt-geom as a more flexible general starting point.
  • If using CRT-Royale, test a faster variant or the documented Fake-Bloom or Intel variant where appropriate.
  • Do not infer a specific frame rate from a preset description; results depend on the configured system and shader combination.

My shader parameters do not stick

  • Save after tuning; previewing or adjusting values alone does not establish which automatic scope will reload later.
  • Check the selected save scope. A global preset, a core preset, and a game or directory preset have different reach.
  • Look for a more specific automatic preset that may take precedence over the one you expected to use.
  • If you want a reusable file rather than an automatic scope, use Save Shader Preset As and save it in the shader directory.

Curvature is not available

Not every preset exposes the same parameters. If you do not see a geometry or curvature control, use a preset with the desired options rather than assuming the menu is broken. If the parameter is available, reduce or increase it while watching the edges of the image; there is no universal setting that fits every display or preference.

How shaders relate to modern TV picture modes

RetroArch shaders apply display-style effects to the emulated image, rather than relying on the television to add them through a picture mode. Libretro’s TV guidance says hardware-dependent post-processing in non-Game picture modes introduces input lag. That guidance is scoped to the processing behavior it describes; it is not a promise that shaders eliminate all input lag, nor that every television behaves identically. Shaders also have their own performance cost, so judge both the picture and responsiveness on your setup.

A practical first-pass setup

  1. Identify the active video renderer and choose its matching shader format.
  2. Use Main Menu > Online Updater to update that format’s shader pack.
  3. Run content, then open Quick Menu > Shaders > Load Shader Preset.
  4. Try crt-geom first if you want a flexible starting point; consider crt-pi for weaker hardware or crt-royale for a more demanding, adjustable option.
  5. Preview the available controls on the target TV or monitor, paying attention to scanlines, mask visibility, scaling, curvature, and performance.
  6. Save at the narrowest scope that matches your goal, such as Game for one title or Core for content using one core.

There is no need to buy a physical product to follow this general workflow. The meaningful variables are the shader format supported by the installation, the selected preset, the display resolution and scaling, and the visual balance you prefer.

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