CyberLab Death To Pixels Shader Preset Packs

Ok, i’ll do it later on the day

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Ok, i think i might have resolved the thing with psx preset i just gotta confirm if it looks as it should I had confirmed some things with hsm and the referenced preset of psx of hsm works as intended without modifications, i had changed non integer scale settings to match the viewport, but there is something that has to be considered and be careful about, on psx viewport resolution can change depending on what resolution is being output by core, so i had to match it over gameplay or fmvs, doesn’t have to be under load screens or menus

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I think it’s more important that it looks good to you as opposed to the way it 'should".

What I can say objectively is that I’m seeing even scanlines and we already confirmed earlier that the Mask Layout setting is the correct one for your screen.

Other than that I don’t really have a proper point of reference from which to judge the particular image and game that you’re using in your example.

So in other words, I would have to have that same game then load it and test it in order to see if it looks right to me and also for me to compare my experience with yours.

If you use a game that I or others have posted screenshots of, for example Castlevania: Symphony of the Night then I would be able to compare it to my reference point. I tested that game since you reported your issues and I noticed no issues with the FMV or anything else using the non-Drez presets. Using the Drez Presets, I found they looked very soft. When I loaded the bases Drez preset, it also looked soft. I think I disabled the G-Sharp and then all the blurriness went away.

Furthermore, I no longer have my native 1080p testbed setup so I instead have to use a 4K display with scaling disabled at 1080p instead. It’s a bit tedious at times because I have to go really close to the screen to see what’s going on on that small “window”.

Further complicating things is that that 4K screen is an OLED screen and all sorts of weirdness can occur with the way that some masks and subpixels look on that display making it more difficult to be used as a general reference.

For example, I’m making some Shadow Mask presets at the moment and I have no clue if they’ll look the same on a non-OLED display.

The next variable is the fact that I’ve moved past HSM Mega Bezel Reflection Shader version 1.7.0 and I’m not even using the latest one but a hybrid/modified version of sorts so my experience with that one might also differ from yours.

So I take your word for it that it is fixed and it’s something that I might look into at some point down the road.

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if the mask layout is the proper one and there is not much to do about core resolution changing as crazy, i think i’ll leave it here, i’ll take your advice to whatever it looks better, that won’t stop me from doing experiments, thank you for all by the way, have a wonderful day

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ok, i’m here to report a bug, i might notice or know that psx preset is using some preset that is using 480p as basis, non integer scale on psx preset won’t work as it switches between resolutions constantly due to psx, so what happened here is, you don’t have to match integer scale mode, you have to match 480p resolution viewport or will create magenta glue under image when switches core resolutionq and will have wrong mask layout to my guessing

What you can do is use the main preset for games that work well with it and for the ones that you have to tweak, simply save a game preset when finished adjusting.

ma boa image image

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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

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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.

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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

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@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.

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Another peak into the future!

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they are pretty good, but it seems that apparently the drez is changing some of the colors over here too

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all hail hsm 1.10,0 and pixel blending

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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.

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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?

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I’ll have to revisit this one too

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Lol seemed like a video copy of that one from Retro Crisis video about your blending preset :smile: However it is always good to talk about it

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