Bitman's Uborder Presets

The same way as I did for Boz, here’s your TV presets converted for glsl:

Bitman TV Presets - glsl

Ambilight won’t work, though.

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Thanks! Added them to the pack

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I LOVE these! I’ve been going through the overlays and I’m absolutely fascinated by how amazing these look. I’ve actually been thinking about using some of these as streaming overlays. It makes me hope someone comes out with one that looks like those old Disney Princess TVs.

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Thanks, feel free to do so!

I don’t mind if you want to share links here or anything. :slight_smile:

If you have an image like that, but with transparency where the screen is, share it and I’ll do my best!

If not, maybe if you have one in 16:9 (horizontal aspect ratio), I could still kinda edit it with GIMP, but no promises

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Here’s the preset + border to be installed inside Bitman’s presets:

preset + border

@bitman if you decide to incorporate, feel free to do it. I don’t know if this is a theme you’re interested. :grinning:

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  • Added a pink wall background to @Hyllian’s work and tweaked it a little further (thanks Hylian!).

  • Added [Disney] to the pack:

Choosing the no-ambilight flavor:

(Pink wall background from https://unsplash.com/es/fotos/muro-de-hormigon-rosa-ZlHvmQ0igW4)

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This is the right time to introduce my daughter to retrogaming - she will be thrilled! Thank you so much for your work @bitman @Hyllian

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Nice! I’m really clueless at composing selections in softwares like gimp and others.

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No problem, we’re making our inner princess proud here :stuck_out_tongue:

If it helps bring a smile to a child’s face, then the effort was definitely worth it :slight_smile:

Me too, I had to look up every step - not an expert by any means!

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Thank you so much. I wanted to try to introduce my daughter, who has a passion for Disney for the game Roblox, to retrogaming with something captivating for her. Your graphics will help me a lot in this test. Unfortunately I am away for work for at least another week, so I will have to wait.

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This thing is fun. I just used an AI to swap the background and got this:

sfa3-250305-104808

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Nice! Which AI did you use?

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This online: https://www.pixelcut.ai/t/background-remover

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That’s super sweet of you!!! Sorry it took me so long to respond! I did find this though! https://www.artstation.com/artwork/obNrDk I found a 3D render of it but I’m not sure if there’s a way to make it much bigger or if you can download it. I might see if I can email the artist (if it’s an option) but I’m not sure what to do beyond that!

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YOOO THESE ARE SO COOL!! Thank you guys!!!

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You and Bitman are AWESOME FOR THIS!!! Thank you guys so much for helping!!!

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No problem. Happy streaming!! :slight_smile:

One thing you can do to help mitigate against the cons of non-integer scaling is to set a non-integer scale resolution which matches the integer scale resolution which is used in main gameplay or maybe match the integer scale resolution which eliminates any negative side effects such as moiré or uneven scanlines.

That way the game will run in the optimal faux integer scale resolution and you won’t have any jarring border size switching or viewport misalignment due to resolution changes while integer scaling is enabled.

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Thanks for your input!

I’m still quite new to all this, to be honest; but if I’m understanding correctly, is it something like what I did for the GBC preset?

By that I mean, I disabled integer scaling, but zoomed the frame just enough to match what the exact integer scaling would be. The problem is that I think it only matches the integer scaling when on my screen resolution (1366x768).

(also I’m not sure if I’m understanding correctly - sorry if I’m getting anything wrong!)

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Correct!

That’s why folks like me make resolution specific optimized presets. A lot changes at different resolutions in any case that if you’re after any type of quality or accuracy, you simply can’t use the same preset for different resolutions and expect any type of consistency.

Of course it’s possible that in the future shader devs could include this as a goal for future development as things are already pretty decent in other aspects with most popular shaders.

The challenge would be:

“How to maintain consistent TVL, sharpness and viewport size across resolutions?”

I’m sure it’s attainable and it would be nice to see things head in that direction.

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