Alright so I just tried to combine Mega Bezel (without reflections), Duimon’s built-in bezels, and the Megatron base shader preset. I followed your most recent suggestions on how to accomplish that while configuring everything for HDR output, using quite a few of the very helpful comments embedded throughout Duimon’s presets as well, but I’m running into a few roadblocks. I think mostly I’m just missing the exact parameters I’m supposed to inject into the preset chain.
Here’s what I’ve accomplished so far:
- Customized
LITE_Bezel.slangp
in Duimon’szzz_global_params
folder. Now all of the[Guest-Mini]-[Bezel]
presets in theLITE
folder point towardsMBZ__4__STD-NO-REFLECT__MEGATRON-NTSC.slangp
instead of one of theGDV-MINI
presets. - I edited
zzz_global_params/Shader/LITE/user_Bezel.params
to point towards a new file namedSDR-to-HDR_TCL55.params
. This new params file is saved next tono_scanlines_or_mask.params
, the file which is used as an example in the comments insideuser_Bezel.params
. This is where I have all of my custom shader parameters saved for optimizing the base Megatron Preset for 4k HDR.
The two edits above should allow me to more easily apply these same custom parameters across all of Duimon’s relevant presets. I’ve already tested this method and it appears to be working, no broken relative filepaths or anything.
This is what I have so far in SDR-to-HDR_TCL55.params
:
// Suggested settings from Cyber:
post_br = "1.000000"
// Bright Boost Bright Pixels - 1.10
// Bright Boost Dark Pixels - 1.40
gamma_c = "1.000000"
HSM_GLOBAL_GRAPHICS_BRIGHTNESS = "40.000000"
HSM_STATIC_LAYERS_GAMMA = "0.620000"
// Saturation - (Increase by +0.31)
// Also set all Afterglow and Persistence settings to 0.00
PR = “0.000000”
PG = “0.000000”
PB = “0.000000”
AS = “0.000000”
sat = “0.000000”
// To fix Shadowmask Presets (Only for Mega Bezel 1.15.0 or higher)
mshift = “1.000000”
// For a little extra brightness
gsl = “0.000000”
maskstr = “0.950000”
// Megatron HDR settings
hcrt_hdr = "1.000000"
hcrt_max_nits = "840.000000"
hcrt_paper_white_nits = "500.000000"
hcrt_expand_gamut = "1.000000"
hcrt_lcd_subpixel = "2.000000"
hcrt_crt_resolution = "2.000000"
As you can see from lines I commented out, I can’t find the right syntax for adjusting Bright Boost Bright Pixels, Bright Boost Dark Pixels, and Graphics(?) Saturation. So far I’ve also just copied the Peak and Paper White Luminance values I was using earlier. The same values are also currently saved and active in Retroarch’s settings. I haven’t tried dialing in the contrast value yet or adjusting any of the settings for the bezel.
The colors in the game already look pretty good with these settings, though a bit darker overall compared to the Cyberlab Megatron 4k HDR preset I had already configured. Obviously I’m not too worried about that at the moment since I’m still just trying to establish a baseline. A few things are bothering me though, but with the laundry list of Mega Bezel parameters to adjust I’m not sure where to start:
- When my character moves and the game image scrolls, I notice a flickering effect in a few small areas of the game, particularly along rough edges in the game’s artwork where one color meets another. I think this is the “shimmer” I’ve seen mentioned before caused by issues with non-integer scaling? It’s a relatively subtle effect, but it definitely isn’t present in the Cyberlab Megatron HDR preset I was using before. It’s particularly visible in Super Mario RPG (SNES) along the edges of the dirt paths. I tried to capture it with a screen recording and with my phone’s camera, but it wasn’t visible on either.
- Similarly, compared to the basic bezel overlays I was using earlier from OrionsAngel, the amount the game image needs to be shrunk down to accommodate the wide frame of the fake CRT is a bit too much for me, especially since that extra space is wasted without reflections turned on. Again, I also suspect that difference in scaling is causing the flicker/shimmer effect.
If those two issues are related like I suspect, then I see two ways of fixing it. Either I replace Duimon’s bezels with OrionsAngel’s, or I adjust the shader settings to make Duimon’s bezels larger. However both solutions would also require adjusting the scaling of the game itself, not just the bezel around it. It sounds like replacing Duimon’s bezel with another is easy enough but I don’t know where to start with changing the game’s scaling within Mega Bezel.