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Video games ran at 240p - 240 progressive lines. Every line was updated every 1/60 of a second. It did this by telling the TV to instead "double strike" the same line every time instead of alternating between even and odd numbered lines. This left thin black lines between the active lines.
These black lines came to be referred to retroactively as "scan lines" and are considered a key component of the classical "CRT feel" of old game systems. While developers didn't go out of their way to use scan lines, they were aware of their presence and had to design art assets around their presence.
thanks alot!
but instead of using the crt.fx use the Geomcrt.fx from the retroarch shader pack https://reshade.me/forum/shader-presentation/2556-retroarch-shaders-for-reshade-3-0-ntsc-pal-added?limitstart=0
you extract it to the "steamapps/common/blasphemous/reshade-shaders/shaders" folder
then launch the game and once it loads hit "Home" key at some point to open the menu and check only geomcrt.fx and set settings according to in the screenshot OP posted https://imagizer.imageshack.com/img921/4959/J0XhFV.jpg
and be sure to check the performance mode box at bottom screen once you have the settings to your liking. then it'll auto load after each game launch.
also while in the reshade ingame menu you might need to click on setting and keep hitting Tab key in order to type in the correct numbers.
hope that makes sense! lol sorry if it's not :)
Just a quick update, I found another shader: "Lottes CRT" - the scanlines are more noticeable and unlike the first shader I posted, it doesn't modify the color palette of the game.
here is a picture with the settings:
https://ibb.co/ZKW8r3B
Turns out these scanlines are far better than the built-in ones that the devs added (dev scanlines ruin the color balance, turning browns into pinks)
I also got ReShade to do a similar job on Katana Zer0, and I'll be using it on FTL and Into The Breach next!
Thanks to Trailblazer and the folks in the links.