Nice looking pics, especially the last 2!
It might help if you label the pics with the preset you’re using that way, if something does look untoward, I’ll know exactly where to start investigating.
Nice looking pics, especially the last 2!
It might help if you label the pics with the preset you’re using that way, if something does look untoward, I’ll know exactly where to start investigating.
ok, first this isn’t one of your normal presets, i mean it is but was modified by me, 2nd what i did it was i completely change the drez target it was pointing to 480p drez on hsm now it’s pointing to 240p drez, what’s the problem with this? it could get pretty blurry when switching to a 480p resolution? maybe this same effect could be achieved with blargg filtering i’ll have to check on that. also switching the preset targeting, it solved the problem on drez preset
This is something I also did during my testing after I noticed that the 480p Drez presets were soft and blurry and that they were forcing 480p resolution. I didn’t advise you to go down this route because I knew that the hi res screens wouldn’t look right. I’ve encountered the same when I was experimenting with Dreamcast/Naomi/Atomiswave presets in the past.
The advantage of using the 240p Drez is that you’ll now get scanlines all the time and scanlines tend to make the image look nicer and less harsh by hiding and smoothing some of the jagged edges.
Since the intended target of the Drez presets is primarily those who experience crashes when using the regular presets and that subset of users might also include those who are running higher than native resolution, I’ll probably leave the Drez target at the 480p preset since those who are upscaling may not be interested in low res or native rez anyway and the 240p Drez preset might make high res text illegible.
It is something that I might revisit in the future but this is not the first thing on my list of priorities.
I’m looking forward to a new version of HSM Mega Bezel Reflection Shader with certain improvements and fixes that will allow me to release my new Shadow Mask Presets with minimal modification and that will also allow my NTSC presets to continue to shine. After that, I might take a look at the 1080p stuff and see what might be the most tenable solution for PSX users.
As I mentioned previously, there’s no reason to use the Drez presets if you’re not experiencing crashes using the regular presets. Not all upscaling will result in crashing, it depends on your graphics card.
and i’ll be waiting for that version too, thanks for all the feedback i’m gonna still experimenting with some things over the presets. bye
@Theoldnation This is what I get when I use the same PSX Presets you listed previously from my CyberLab\MBZ__0__Smooth-Advance_Full_Reflections\1080p_Optimized_Presets\Console_Specific_Presets
folder.
Right click then click open in new tab then press F11 or download and view fullscreen for 1080p or 4K users if you want to view these properly.
CyberLab__PSX__ADV.slangp
or
CyberLab__PSX_Composite__ADV.slangp
CyberLab__PSX__ADV - DREZ.slangp
or
CyberLab__PSX_Composite__ADV- DREZ.slangp
Due to the fact that I couldn’t post them immediately, I couldn’t remember which ones were Composite and non-Composite or which of the DREZ presets I used.
they are pretty good, but it seems that apparently the drez is changing some of the colors over here too
all hail hsm 1.10,0 and pixel blending
Remember this is not v1.10.0 I’m using.
I “fixed” the NTSC presets by replacing a shader pass, then I updated the Shaders and Resources folders from the latest Git version. This would have updated the shaders including CRT-GUEST-ADVANCE.
The version of CRT-GUEST-ADVANCE used in 1.10.0 has a bug in the BGR Mask Layout so it wouldn’t look the same as the version I’m using.
V1.7.0 doesn’t have either of those bugs by the way, (just the reflection bug).
The Drez versions are changing a lot more than the colours, which I didn’t expect when I decided to include them but I now know thanks to you bringing it to my attention. I never intended to include anything which would alter my presets in such a drastic manner so this is something that I might revisit at some point. I’m wondering if that’s the way it always looked because I’m pretty sure I did some testing on the N64 Drez preset and possibly the Composite Pure Drez preset but I don’t remember things looking so different from their non-Drez counterparts but that would have been a long time ago and I wouldn’t have done much testing on those.
To my knowledge, drez n64 doesn’t have that many problems comparing to psx because the n64 doesn’t change res as much as psx does, so there is not much of a problem effect I guess?
I’ll have to revisit this one too
Lol seemed like a video copy of that one from Retro Crisis video about your blending preset
However it is always good to talk about it
how are you goin’ fella? is the new version going all smooth?
I’m good thanks.
As for my presets, I would say so. My original approach based on trying to recreate an old Slot Mask TV has evolved a bit into what I currently have done. I previously tweaked some scanline settings for more dynamics as well as was experimenting with low gamma but everything was just too dim so I had to take a more traditional approach there which is what you would see in the last Ninja Gaiden NES screenshot I posted. That’s going to be my NES Shadow Mask Preset.
The next one is my Turbo Duo Shadow Mask preset. Since posting that screenshot, I’ve adjusted the gamma a bit and I was just about to post some screenshots showing those.
SNES Shadow Mask is also at an advance state. Not so much Sega Genesis, PSX or N64. Those will probably follow after initial release. Arcade is looking good.
So my preset development has continued. I see there’s a new version of HSM Mega Bezel Reflection Shader out today. Will be testing it as soon as I get a chance. Hopefully, these (new Shadow Mask presets) will look the same as well as my previous Slot Mask NTSC presets.
If not, we’ll just have to be a bit more patient as its probably no easy task maintaining the venerable and versatile HSM Mega Bezel Reflection Shader!
So without further ado:
it’s going down pretty smooth as i seen, nice. great job done
This is using HSM Mega Bezel Reflection Shader v1.7.0 by the way. I forgot that version was still installed when I took these screenshots. They don’t look so bad so I guess I might release these for HSM Mega Bezel Reflection Shader v1.7.0 after all.
Hello! I’m very new to all of this so it may be a silly question (also sorry if it’s been asked before, I couldn’t find if it has been) but is there a way to use your presets without the bezel? I love the crt looks you have dialed in, but I prefer to just have a black background around my game. Thank you!
There are several methods. They basically involve setting the Opacity or Brightness of the Graphics to 0 then setting the Integer or Non-Integer Scale to around 100% so that the image takes up the entire vertical height of the screen.
Be sure to use my presets in the No-Reflections Folder so you don’t waste performance generating reflections that you’re not going to see.
great thank you for your help! I’m excited to try this when I get home. looks like you’ve done a lot of impressive work