I use the native resolution of 640x480. I have tried to go higher but it gets kind of laggy. The only workaround I found was to turn RTT off.
This one isn’t in my preset pack it comes with the HSM Mega Bezel Reflection Shader and was made by @HyperspaceMadness.
The recommendations I were referring to were in a post that I shared in a reply to you and also in the first post in this thread.
I’m not sure if you’re referring to my Computer Monitor and Ultimate Virtual Slot Mask presets here but those are what I tested and recommend for Dreamcast.
I would just use either one at 1x Internal Resolution for both 2D and 3D games but that’s just me. Have you seen what the mask pattern does to those polygons?
Long ago before I discovered HSM Mega Bezel Reflection Shader and also when using standalone emulators, I used to upscale IR as high as possible. Well up to 4K or thereabouts when possible.
Since I started making presets I’m a 1x kinda guy.
I don’t know what RTT is. I’ve been able to set IR pretty high in my testing of MVSC2 on Dreamcast however but not without some soft crashes if I try to change the IR then resume the game sometimes. However, when I exit the emulator and start it back the game starts in whatever new IR I had set before it soft crashed.
I’m on dual GeForce GTX 1070s with 8GB VRAM. RetroArch only uses 1 GPU though.
By the way in my retesting of my Computer Monitor presets, so far they seem to go well with any system I threw at them even NES, where I prefer things to be relatively sharp and they work beautifully with Blargg NTSC Filters!
That is a setting in Flycast’s Options.
That depends on if you want to use the Blargg Filter that comes with many cores or the Blargg Filter Presets which are in the RetroArch/Filters/Video folder.
If you want to use the core provided Blargg NTSC Filters you’ll access those from the Quick Menu> Options>Video
If you want to use the RetroArch Filter Presets (including my custom presets) you have to go to Settings> Video> Video Filter.
I have detailed step by step instructions in my first post as well as inside my Console Specific Presets for Blargg as comments.
I doubt I’ll be including any custom RGB filters in my preset pack anytime soon though but you can still use the generic Blargg SNES RGB Filter included in RetroArch or the Core Provided Blargg RGB Filter.
After you load a filter you can save a Core Override.
You don’t have to manually save anything for the Core Provided filters to be saved though.
Exhibit A:
Exhibit B:
Some more inspiration. Without CRT TVs there’d be no CyberLab Mega Bezel Death To Pixels Shader Preset Pack.
I had a 32" Sony Trinitron, kv-32fs120 myself. That thing was to heavy and bulky for me so I just sold it, 200lbs.
I can’t believe I left mine on the curb when I bought a Panasonic Plasma in 2007. Those large Wegas were awesome
They were and super heavy at that.
can we use your shader on batocera.linux?
I believe the Batocera wiki has info on creating a custom YML. You just need to put them in the community folder with the others so the paths are correct…
The Batocera Discord shaders channel would be a good place to ask about it.
PSA 16-07-22:
Users might want to hold off on updating their HSM Mega Bezel installations past Version 0.9.107 2022-04-17 Rev 1 if they want my presets to continue looking like they should until the following issue is resolved.
Using your 4K composite sharp preset on bsnes mercury accuracy core. Any reason why the bezels aren’t stretching to near the bottom of the screen like your screenshots? Also, are your presets inaccurate when using HDR through the RetroArch settings? I was having trouble taking screenshots with it turned on.
Greetings @retrorevive92,
You’re using a 4K_Optimized preset at 1440p resolution. Perhaps you should be using presets that are optimized for 1440p?
I don’t use BSNES Mercury, I use Higan (Accuracy).
Most of my presets use Integer Scale so the vertical size would snap to the nearest integer. If that’s too small for you, you try increasing the Base Integer Scale Height % or the Integer Scale Multiple Offset.
You can also go brave and try disabling Integer Scale, then you can set the viewport size anyway you wish (Non-integer Scale %), however this is not recommended as it can lead to moire patterns, uneven scanlines and other unwanted artifacts.
My presets are not designed for nor tested in HDR mode so they should be used in SDR mode. I have no clue how they would look in HDR mode. My guess is that any content that’s designed for and intended to be viewed in SDR mode would not look “accurate” in HDR mode.
What trouble are you having when trying to take screenshots? I either press the F8 key or press Alt+F2 to use Nvidia GeForce Experience.
Update 29/07/22:
OLED TV users rejoice!! Finally we can enjoy RGB, (well RBG) triads with proper sizes and alignment with my new CyberLab Slot Mask IV OLED presets!
Note: These should also work fine on 4K LCD TV’s with RGB subpixel layouts. If your TV has a BGR layout, you have to flip the Mask Layout to 0 (RGB)
Hi, I’ve got a bit of an issue with the 1080p presets. When using these presets, something just seemed off, but I couldn’t place it. I am very new to shaders and CRTs in general, so please forgive my lack of understanding here. I think that the issue is that the horizontal gap between each fully exposed pixel is so small that it doesn’t appear at all. Each row just blends into each other, making the game appear to just have these huge vertical lines. This is most obvious to me on Ocarina of Time’s title screen, where the majority of the screen has no visible horizontal gaps.
Here’s a few screenshots of different games, using three different presets compared to HSM’s 3-ADV preset.
Thanks, I’ll take a look at them. Can you state the complete names of the presets in question that are doing this please?
I now realized that you did state the names - CyberLab SNES, CyberLab SNES Sharp and CyberLab N64.
Please correct me if I’m wrong.
Also, have you downloaded my very latest preset pack along with the latest HSM Mega Bezel Reflection Shader? They were both updated yesterday.
Nintendo 64 or any other system is not going to show very distinct horizontal scanline gaps if you’re using double or more internal resolution. So if your N64 Core is set to 640 x 480 you wouldn’t get as strong or as thick scanlines as if it were set to 320 x 240.