CyberLab Death To Pixels Shader Preset Packs

It really doesn’t work like that. All of the preset packs have a range of presets, some better than others and also different in certain ways. Within each preset pack the newer ones and the ones with the most elaborate descriptions might tend to be the most refined.

There are presets in any of the packs that would look great on your OLED TV so just play around with them, explore and have fun.

My CRT-Royale Preset pack was designed on an OLED TV but the shader doesn’t align properly with OLED subpixel layouts so they won’t look true to a CRT if you get right up to the screen.

Other than that, for Presets based on Mega Bezel/CRT-Guest-Advanced, you’ll want to ensure that the Mask Layout is set to BGR - 1 and for Sony Megatron Colour Video Monitor based presets you’ll want to ensure that the Display’s Subpixel Layout is set to RWGB (OLED) - 1.

For OLED also make sure that the Mask Accurate/Colour Accurate Parameter is set to 0.

Definitely read the first post and watch the videos. You’ll notice the dates next to each download which should indicate which are the latest.

My first Sony Megatron Colour Video Monitor preset pack focused on Aperture Grille presets, the second one, the first NX preset pack, featured mostly Slot Mask presets and the third one, NX (W420M) features mainly Shadow (Dot) Mask presets.

After that, you’ll get a mix of CRT Mask types in my miniLED presets packs.

My miniLED Epic preset pack is my latest and as a result most refined preset pack but that doesn’t mean that I didn’t get certain things right in my older preset packs or that there’s nothing experimental going on in my newer presets packs.

You can also look through the screenshot in the thread, take note of the presets and preset packs that might interest you and go from there.

Feel free to ask more questions if you need. Just remember to post pics when you do.

Other notable mentions include my Mega Bezel preset pack and within that pack, my Neo-GX presets and my 4K HDR Ready presets.

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Okay, I understand. So, it’s a matter of exploring and experimenting. Thank you for your input. :slight_smile:

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To a certain extent, yes. You see, you asked “what’s the best pack to use with your OLED 4K HDR?”

In my opinion, there isn’t really any “best” pack because each one brings something different to the table so they might tend to suit different usage scenarios but also might be able to be used in a more all purpose manner.

Some of my best and most refined presets were made using the Mega Bezel Shader, so I can’t say that because they might be older, they’re obsolete or not as good as what I’m working on now.

Then at the same time, sometimes I might be seeing and working on flaws, issues, problems which I might have never noticed before in older presets, in some cases, that might relegate a group of presets with that flaw into the experimental category but that doesn’t necessarily mean that all presets of that era, suffer from the same issues and sometimes great things have come about when I’ve experimented and tried different things.

Sometimes I reinvent the wheel on purpose or continue from where I left off, even if I might have been relatively satisfied before. If you look at more screenshots, you’ll see that the category of best can’t just be limited to the latest.

If you like reflective borders, you might want to try or stick with my Mega Bezel or Uborder preset packs.

If you don’t, then perhaps, one of my Sony Megatron or CRT-Royale Preset packs might be more suited to you.

If you have a problem with sifting through too many presets, then maybe my Epic, Neo-GX_Ultra or 4K HDR Presets might be for you.

If you don’t have a powerful enough GPU, then maybe my Sony Megatron preset packs, in particular my first one might be a better suited for you.

The last presets I made on an OLED TV are my Near Field Presets, you’ll find those in my Sony Megatron NX presets pack and my NX W420M Preset packs.

However, most of my presets in my Mega Bezel preset. Pack were made on an OLED TV. There are even presets with IV OLED in the filename.

The entire Mega Bezel Neo-GX preset sub pack were designed on an OLED TV.

If you read the entire first post, you’ll see some of what’s capable using the preset packs. Be sure to read the readme files for even more useful tips even though they might be a bit long in the tooth at this point.

With all of that said, “Designed on an OLED”, still doesn’t mean that some presets wouldn’t look better on a miniLED with higher brightness or that a preset that was designed on a miniLED won’t look better on an OLED TV/Display than one designed on an OLED TV/Display.

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Hello. There’s a video on YouTube where a person shows how to launch the game using a combination of Duimon Mega Bezel / Cyberlab Mega bezel Death to pixel shaders. Is there a video tutorial on how to do this? I’m interested in trying it myself.

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Not that I know of, except maybe from that same YouTuber who you saw combine them but it’s actually pretty simple once you understand the concept. There are a few methods you can use, I’ll copy and paste a couple:

Method 1:

Duimon made a suggestion of how to combine his graphics with my presets. I also have a method and have actually included a template for combining his presets in params form with mine. This method can be applied to almost any other overlay preset pack as well but the viewport has been sized to match Duimon’s TV6/7 (large and small). I know that’s not the proper name for his presets.

I just used my own graphics in my example. All you need to do to access this template is go into the CyberLab Special Edition folder and open one of the presets.

To swap my graphics for Duimon’s graphics just replace the “Background” line in my presets with a second “reference” line which points to one of Duimon’s presets in .params format.

He has already provided these files in a .params folder.

If you want you can enable or disable integer scaling. If enabled, you can use the Integer Scale Offset to adjust the size of the viewpoint.

If disabled then the viewpoint can be adjusted using the non-integer scale %.

If Bezel Independent Scale is Off then no adjustment needs to be made and the viewport should automatically fit and follow the size of the Bezel.

Method 2:

Install CyberLab Mega Bezel Death To Pixels Shader Preset Pack , Duimon - HSM Mega Bezel Graphics and Presets and HSM Mega Bezel Reflection Shader in their respective folders according to their installation instructions.

Make a copy of CyberLab and Duimon Preset folders and paste the copies next to the original folders.

You should now have a Presets and a Presets - Copy folder for Duimon’s Presets and a CyberLab and CyberLab - Copy folder for CyberLab’s Presets.

Next using Notepad++ you have to make 1 edit each to the presets you just copied in Duimon’s Pack and 1 edit each to the presets that you copied in CyberLab’s Pack using the Find In Files feature.

Search for the following string in CyberLab’s Presets:

HSM_INT_SCALE_MODE

and replace it with:

// HSM_INT_SCALE_MODE

Then, search for the following string in Duimon’s Presets:

#reference

and replace it with:

// #reference

Now, under the existing #reference line in any CyberLab Preset you would like to use in conjunction with Duimon’s Presets you have to insert a line that says:

#reference "<the path to the Duimon Preset you would like to integrate>"

Save the file, load up your favourite game, then load this new edited CyberLab Shader Preset file and it should be fully integrated with the Duimon Preset that you added in second #reference line you created.

Things to note:

If using a smaller scale screen you might have to use presets with mask settings that are optimized for lower resolutions for example even if you’re on a 4K screen, you might need to use 1440p or 1080p Optimized presets because you’re effectively working with a smaller number of available pixels on the CRT side of things.

My new presets that use CRT-Guest-Advance-NTSC features might need some adjustment in the Resolution Scaling if used on a smaller/zoomed out viewport (screen). You can increase the Resolution Scale parameter until things get back in focus.

Additionally, as a consequence of using Non-integer scale and also downscaling the viewport, moire patterns may be introduced. You can get rid of or at least significantly reduce the appearance of this by increasing the Scanline Gamma parameter. You can increase it until the moire disappears, then slowly decrease one step at a time until you start to notice the moire again, then slowly increase one step at a time until you find a setting that’s acceptable.

After doing this you might need to tweak the Resolution Scale again most likely by increasing it slightly.

For my latest Mega Bezel presets you need to be using Mega Bezel 1.14. The Online Updater will overwrite that with the latest version. This will break the presets.

It’s simple to make a copy of your current Mega Bezel folder. You can rename the backup copy “Mega Bezel - V1.17.2_2024-05-18”.

Then make a copy of the Mega Bezel folder from V1.14.0_2003-04-15 and rename it’s folder to “Mega Bezel V1.14.2_2023-04-15”

Now that you have the copies of the 2 versions side by side whenever you wish to switch between versions, you can just go into the “Mega Bezel” folder and delete everything then go into the “Mega Bezel V1.14.0_2003-04-15”, then select everything, them choose Copy.

Then go into the empty Mega Bezel folder then click Paste.

To go back to V1.17.2_2004-05-15 just repeat the steps using the Mega Bezel V1.17.2_2004-05-15 folder instead or use the Online Updater to update your Slang Shaders.

At some point I might release a version of my Mega Bezel Preset Pack that points to a version 1.14 installation in a separate folder to avoid all of this.

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Your shaders are great. To be more precise, the shader settings, well done, and thank you very much for your work and for your answers. Maybe I’ll try to connect them according to your instructions today. I also wanted to clarify , it turns out that the most demanding and high-quality shaders are MBZ__1 or MBZ_0? As I understand it, based on what I read on the example of Mega Bezel, MBZ_0 Smooth are considered the best.

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Thanks!

Higher performance tiers don’t always necessarily translate to better quality presets. They’re mainly about the reflection and customization features and precision and reflect the differences in performance betweeen different shader combinations.

In addition to that higher performance tiers tend to have more shader features available but that doesn’t mean that the preset was designed to utilize every single parameter.

In my case, I always designed on the higher performance tiers because I didn’t want to be limited when creating. That still doesn’t mean, I used all features and parameters available in the highest tiers. In a case like the presets should look quite similar even if converted to use a lower performance tier.

MBZ__0 is technically more demanding than MBZ__1 but there are base shader presets which offer similar functionally using different shaders in MBZ__1 that can look just as good while performing better than a similar preset using an MBZ__0 base preset.

My latest Neo-GX and HDR Ready Mega Bezel presets actually use an MBZ__1 base preset, including the ones in the MBZ__0 folder - they’re identical. Just copied there for convenience and to minimize confusion and OCD effect for those who must have nothing but the best.

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I have a Sony 40" W905a TV, it’s full HD, and I’m currently trying out the Genesis game Stargate . I want to use a shader Cyberlab_Composite-Sharp_PVM-Edition_Adv - DREZ from MBZ_0_SMOOTH-Advanced_Full_Reflection, but I’m getting an error saying that the shader applied failed. Although another shader : Composite-Sharp_1080p_pvm-edition_Adv , can be used without any errors. I use the filter Blargg_Ntsc_Genesis_Composite_Cyberlab_Special_Edition_ii.

What do you think could be the problem? Maybe some settings are needed for this shader? And yet, apparently because of the filter in this game, when moving, there is a residual effect from objects. For example , from ropes , like a daub . Is it because of the filter used? By the way, please tell me, does it make sense in terms of picture quality to use 4K shaders on a 1080p screen? Or, for example, turn on the Dsr degree in the Nvidia control panel and then use 4k presets?

I’m happy to mention how great Aladdin looks, the pixels with your shaders and filter (I’m using the same combination as above). The pixels look so nice, smooth, and magical, and I think it’s very correct. There may be other interesting combinations, but I really like the result! It has a retro charm that’s both pleasing to the eye. And I have something to compare it to.

I tried the Arcade_Raw_1080_adv shader out of curiosity, and there was no residual effect or blur. Apparently, the shader had a blur setting somewhere (Composite Sharp 1080p pvm edition)

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It’s always a good idea to post a log using pastebin when reporting issues like these. Can you also post the full path of the preset since there are duplicated preset names in the various performance tier and resolution folders.

I await your log and the full path of the preset. I’ll check it out as soon as you post them.

For issues of a visual nature it’s a good idea to post a video clip recorded from the screen or a photo if it’s of a static nature.

By the way, are you using Mega Bezel v1.14?

Hmmm…did I waste my time and energy providing an entire folder with 1080p Optimized presets?

You can try that but you’ll lose the subpixel mapping with the emulated CRT Mask and phosphors.

Which “4K” preset are you so interested in that you can’t use a 1080p Optimized alternative instead?

Hello . Here full path : C:\RetroArch-Win64\shaders\Mega_Bezel_Packs\CyberLab\MBZ__0__Smooth-Advance_Full_Reflections\1080p_Optimized_Presets

The log file was created by running it from the command line, but the problem does not appear in this file.

Maybe there is some other way to create the correct log?

At the beginning of the video, it is shown that the shader cannot load, and the one with 1080p is applied. Rewind for 3 minutes , there’s a moment right in the cave where you can see the residual effect near the rope and stones

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No, I’m using the latest version 1.17.1, I thought that if it was newer, it would be better. Maybe that could be the problem?

:)) No, I’m just clarifying if there are any cons with supersampling features.

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I’m guessing you never read the first post of this thread then, nor the readme file, nor the installation instructions immediately below the download link for my shader preset pack:

There are potential cons at least with using the SuperSampling features built into some cores in combination with the SuperSampling features built into the MBZ__0__SMOOTH-ADV presets though.

What mainly breaks consistency when using the same preset at different resolutions is the emulated CRT Mask. This is what determines the resolution (TVL) of the emulated CRT.

As your Display resolution changes the scaling/mappimg/alignment of these masks change so that changes the TVL (resolution) of the emulated CRT.

The way to fix this is to use an appropriate Mask Layout or triad size that would maintain a similar TVL (emulated CRT resolution) as the one in the 4K Preset.

So if you’re using an RRGGBBX Mask at 4K, that same Mask would look very chunky on a 1080p display due to its much lower subpixel pixel density relative to the number of subpixels in the Mask.

You now have to spread the same 7 subpixels across a larger percentage of the viewable area if rendered at a lower resolution on a lower resolution display because 7 supixels on a 1080p display would take up a larger percentage of the viewable area than on a 4K Display.

The solution?

Use an RGB Subpixel layout that uses 3 subpixel for each RGB phosphor triad instead of 7 or use RGBX or 5 subpixels for each triad in the case of 1440p.

I’ve already done this in my 1440p and 1080p Optimized Presets but after a while it became a burden to convert and test every preset at resolutions I don’t play at. There are other things that can change or go bad between rendering a shader at 4K and 1080p as well but I’m not going to address that here.

So users have always been free to ask how to go about making those adjustments while maintaining consistency.

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I read it, but apparently I didn’t take it so seriously. I didn’t realize it could be important. What is the difference between using versions 1.14 and 1.17? Wait, did I download your shaders version 1.14, or did you mean Mega Bezel? In short, i need 1.14 yours and 1.14 Mega Bezel

Seriously? It’s in bold, and REQUIRE is in bold and caps and MATCHING is in bold, caps and italics.

You can find that out on your own when you finally get things setup correctly.

In a nutshell though, after I spend thousands of hours tweaking and finally being satisfied that a certain parameter needs to be 2.51 a new version of the shader might come around and change the weighting of the value so that 1 now looks like what 2.51 did in the old previous version.

Imagine what 2.51 would now look like in the new version. Multiply that by 100 and now the creative control no longer lies with the person who created the shader preset and sometimes the changes can be be even more severe.

I’m not against progress but it’s always a cat and mouse game trying to keep up with the updates and figure out how to get things back to the way they were.

Change and progress is important though and through recently getting back into my Mega Bezel preset pack development, I’m seeing the limitations of using an older version of the Guest NTSC Shader for example.

Just as it says in the manual.

I’m still waiting on the proper log for this though:

Cyberlab_Composite-Sharp_PVM-Edition_Adv - DREZ failing to load.

Be sure to update my presets to the latest version though and (temporarily) downgrade Mega Bezel to 1.14. You can backup v1.17 first.

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Thank you for your time. I am attaching a link to the log file. I also changed the version and uploaded Mega-Bezel 1.14 to the bezel folder. But unfortunately the same error.

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No problem.

Did this fix your other issue with the visuals though?

From your log:

[WARN] [Shaders]: Could not read shader preset in #reference line: "C:\RetroArch-Win64\shaders\shaders_slang\bezel\Mega_Bezel\Presets\Base_CRT_Presets_DREZ\CBL_MBZ__0__SMOOTH-ADV__GDV__DREZ-480p.slangp".
[INFO]
[WARN] [Shaders]: Could not read root preset: "C:\RetroArch-Win64\shaders\Mega_Bezel_Packs\CyberLab\MBZ__0__Smooth-Advance_Full_Reflections\1080p_Optimized_Presets\CyberLab__Composite-Sharp__PVM-Edition__ADV - DREZ.slangp".
[ERROR] [Vulkan]: Failed to create preset: "C:\RetroArch-Win64\shaders\Mega_Bezel_Packs\CyberLab\MBZ__0__Smooth-Advance_Full_Reflections\1080p_Optimized_Presets\CyberLab__Composite-Sharp__PVM-Edition__ADV - DREZ.slangp".
[ERROR] [Vulkan]: Failed to create filter chain: "C:\RetroArch-Win64\shaders\Mega_Bezel_Packs\CyberLab\MBZ__0__Smooth-Advance_Full_Reflections\1080p_Optimized_Presets\CyberLab__Composite-Sharp__PVM-Edition__ADV - DREZ.slangp". Falling back to stock.

Okay, I’m seeing what’s going on here. This is part of the reason why I stopped bothering with so many variations, resolution and performance tier versions of so many presets. Maintenance means you have to do a lot of mass edits and I can’t possibly test all of those thousands of resultant presets all by myself.

The reference line, which is the first line in the preset is pointing to CBL_MBZ__0__SMOOTH-ADV__GDV__DREZ-480p.slangp in the Mega Bezel Folder. This file does not exist since in that folder. The original filename MBZ__0__SMOOTH-ADV__GDV__DREZ-480p.slangp should exist in that folder. If you remove the CBL_ it should load using the original DREZ slangp file.

However, this is probably not what I intended because I created my own sub-base presets which refer to the Mega Bezel Base presets in order to modify them and have the modifications be applied to a wide range of my presets.

So the other way to correct the error is to leave the filename intact but adjust the path to point to where that file actual resides somewhere in my CyberLab/Resources Folder.

I’m not in front of my computer at the moment but when I get a chance, I’ll see if I can get the correct path and at a later time, update the preset in the pack with the correct path.

I’m not even sure I originally wanted to include those DREZ presets in the 1080p_Optimized folder. I’m not sure if there is a point to using them. They were originally supposed to get around crashes caused by using MBZ__0__Smooth__ADV presets with cores which do internal resolution upscaling.

Anyway, they ended up in the 1080p_Optimized folder anyway and I probably updated the corresponding path in the 4K_Optimized folder but didn’t even remember I had to go and do that for the 1080p_Optimized folder as well due to the exists of that preset.

So, I know I resolved some similar issues with DREZ presets failing to load a while ago, so it’s quite possible that there is a corrected preset in the 4K_Optimized folder with the identical filename but with the correct path.

Feel free to copy the "C:\RetroArch-Win64\shaders\Mega_Bezel_Packs\CyberLab\MBZ__0__Smooth-Advance_Full_Reflections\1080p_Optimized_Presets\CyberLab__Composite-Sharp__PVM-Edition__ADV - DREZ.slangp" DREZ presets into the "C:\RetroArch-Win64\shaders\Mega_Bezel_Packs\CyberLab\MBZ__0__Smooth-Advance_Full_Reflections\4K_Optimized_Presets\" Folder and see if that resolves the issue. Other than that all that I suggested above, you can use another DREZ preset in the 1080p_Optimized folder or just use another preset. Only use a DREZ preset if you’re getting crashing issues when using internal resolution upscaling in a core that doesn’t support downsampling internally.

You can also just copy the reference line from the same preset in the 4K_Optimized folder to the one in the 1080p_Optimized folder. That should be the best fix because it would preserve any modifications I made to the preset for use with a 1080p display.

You can even test the same preset in the 4K_Optimized folder to see if it loads or fails to load.

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I think it’s the same or maybe a little better, but apparently the shaders act differently from game to game. Somewhere the picture is straight stable without any flashes, but somewhere it’s like I gave an example in the video.

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I take into account some nuances and really maybe this preset is not worth using. At least you told me what the problem might be. You know, it’s not even convenient for me to ask you for any help, considering how much time you’ve been messing with these settings. I don’T want to burden you too much. Anyway, thank you.

UPD . Just for the sake of interest, I tried to run the exact same shader from the folder: C:\RetroArch-Win64\shaders\Mega_Bezel_Packs\CyberLab\MBZ__0__Smooth-Advance_Full_Reflections\4K_Optimized_Presets And the shader applied ^)

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