CyberLab Death To Pixels Shader Preset Packs

They don’t really mean anything, they’re just things I made up to differentiate and have new names for some of my variations. They’re descriptive in a vague way. I would like users to more use their eyes to judge and evaluate things not theory. So go ahead and dig in. Use whatever you like.

Generally though Smooth use Scale FX and are upscaled. Sharp may or may not use ScaleFX but if it does, it will be at a very minimal level.

Pure, is, a relatively unmanipulated image, so little to no artificial upscaling for an experience that is closer to how real hardware might output to a screen.

I hope that answers your questions and do read the first post for information about these things and more.

Thanks for your interest.

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thank you! I am meaning to play with your shaders more when I get home from work but that was one thing I was curious about atm

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Hello, I have a problem with some game in TATE mode (vertical) with your preset (that i love). With MAME, and the game “bombjack” (Bomb Jack) for example. The left and right edges of the screen are truncated, whereas they are OK using the Mega Bezel presets. The image is also smaller. Here is a screenshot (see attached file) to understand.

Best regards and Thank you for all this work ! I love it !

At the top : Mega_Bezel > Presets > MBZ__0__SMOOTH-ADV.slangp (V1.7.0_06-03-23)

Below : CyberLab > MBZ__0__Smooth-Advance_Full_Reflections > 1080p_Optimized_Presets > CyberLab__Composite-Sharp__1080p__PVM-Edition__ADV.slangp (V1.11.0_2023-02-25)

RetroArch : v1.14.0 / MAME : v0.251

All is up to date.

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Go into Shader Parameters then…

For this, try setting Int. Scale Mode to 2. If that doesn’t work set it to 1.

For this, you can try increasing Integer Scale Offset by 1.

If none of those work, Set Integer Scale Mode to 0 and increase Non-Integer Scale % until the image fills the screen.

Same to you sir and welcome to Libretro Forums. I’m glad you appreciate my work.

If this is the version of HSM Mega Bezel Reflection Shader that you’re using do note that while some or most of my presets will work with it, not all will work or look as intended. Particularly any of my presets with NTSC in the name.

The newest version of HSM Mega Bezel Reflection Shader that has been tested and verified to work correctly with my presets is still version 1.7.0.

So you can try my suggestions and let me know how things go. I’ll take a look at that 1080p_Optimized preset when I get a chance to see if I can reproduce the issue and fix it if necessary.

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Thank you for your quick answer !

I tested with the indicated values.

Finally, it works well with : Interger Scale Mode = 0.00 (OFF) like in HSM Mega Bezel.

Interger Scale Mode = 1.00 (default - ShortAxis) OR 2.00 (BothAxes) is the same thing with this example.

Integer Scale Multiple Offset (default is 0.00) = 1.00 with Interger Scale Mode = 1.00 or 2.00 is “too high”.

A picture to make it clearer :

Thank you again :slight_smile:

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Coming soon…

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This seems interesting

What options need to be changed to disable the backgrounds/bezel so it’s just plain black, and stretch the game so it fits my full monitor (without ruining aspect ratio)? Or is doing non-integer scaling not a good idea as it could screw up the shader?

Sorry, very new to this.

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Welcome to the forum.

You can take a look at this recent post.

It depends, it can sometimes mess with the scanlines and you might get some rendering issues in certain games/cores but it may not necessarily be that bad.

So setting “integer scale mode” to off stretches out the screen how I want, but does not completely stretch out the screen - there are still gaps at the bottom and top of the screen.

Setting Non-Integer scale to 100% leads to cropping on the sides. How does one disable the cropping?

EDIT: Sorry, I had my RetroArch core override settings messed and aspect ratio settings were causing the cropping. Thank you for the help.

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This is what my Golden Axe looks like @RetroGames4K.

Tap on image then zoom in for best viewing. Desktop users, right click then Open in New Tab, then press F11 for FullScreen. Non 4K users, zoom in until it looks correct.

CyberLab_Arcade_Shadow_Mask_Smooth_IV_OLED.slangp

CyberLab_Genesis_Shadow_Mask_IV_OLED.slangp + Blargg_Genesis_Composite_CyberLab_Special_Edition_II.filt

CyberLab_Turbo_Duo_Shadow_Mask_IV_OLED_For_CyberLab_Blargg_NTSC_Filter.slangp + Blargg_Turbo_Duo_SNES_S-Video_CyberLab_Special_Edition.filt

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I’m really excited for your next release, Cyber. Things just keep looking better and better. You’ve done incredible work with so many specific settings and I hope that your presets get much more attention as time goes on.

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Do you mean this release?

Thanks a lot @DreamOnNeon, I try my best to be original, authentic and true to my vision in my approach to these things.

Well my work is out there and it’s a nice feeling to know when your stuff is being recognized and appreciated by others but for me it’s not only about getting more attention as that pursuit can lead to people doing things for the wrong reasons and in a manner that may not always be too healthy.

I do this for fun and relaxation first and foremost but what I thought was simply an innocent pursuit and a labour of love has taught me immensely about other aspects of life whose lessons I will continue to hold onto dearly.

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How much resolution are we going to need to represent the shadow mask phosphors as tiny circles? :thinking:

I’m thinking 16 pixels tall per triad? So each phosphor would be 7 pixels tall with 2 black pixels in between, and the phosphors would be tiny octagons. What is that, like 16k? :joy:

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Hmmm…this one’s definitely above my pay grade but perhaps the best bet for this might be subpixel aware presets designed for triangular RGB layout displays.

It’s also possible that 4K can cut it and we can use things like blending and halation to take some of the edge off of the little squares that we currently have.

Well, we were saying that we needed 5K plus to get good looking Slot Masks at one point so maybe we’ll see if something similar can occur.

When you look at the extreme close-ups of the LG OLED display’s slot-mask stripes in my presets we can see that it looks like tiny circles in a vertical alignment. Perhaps if we were more aware of the different displays’ subpixel peculiarities, that might be something that can be exploited to achieve certain ends.

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Awesome, man! I must have missed the post about the release. I downloaded it immediately. I hope to, one day, try out the OLED settings on an OLED TV to experience how it looks. We’ll see how that goes some time in the future. For right now I’m really happy to use these updated presets and show them off to some of my friends that I’m trying to bring into the emulation world.

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With the frequency that I used to release new updates, I stopped making announcements a long time ago.

So you can keep checking back or setup a notification for my thread, particularly the first post and GitHub.

These should look great on almost any display, particularly at 4K, not just OLED. You might just have to change the Mask Layout to match your display.

Thanks, I’m glad you like them. Keep spreading the word so that others may benefit!

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CyberLab_Turbo_Duo_Shadow_Mask_IV_OLED_II_for_CyberLab_Blargg_Video_Filter.slangp + Blargg_NTSC_Turbo_Duo_SNES_S-Video_CyberLab_Special_Edition.filt

CyberLab_Arcade_Shadow_Mask_Smooth_IV_OLED.slangp

CyberLab_NES_Shadow_Mask_IV_OLED_II.slangp

CyberLab_NES_Shadow_Mask_IV_OLED_II_for_Core_Blargg_S-Video_Filter.slangp + Core Blargg S-Video Filter

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FYI, and this is just me being pedantic, but “shadow mask” refers to both dot mask and slot mask, so “dot mask” might be the more correct nomenclature for those presets currently labeled “shadow mask.”

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