CyberLab Death To Pixels Shader Preset Packs

how are you goin’ fella? is the new version going all smooth?

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I’m good thanks.

As for my presets, I would say so. My original approach based on trying to recreate an old Slot Mask TV has evolved a bit into what I currently have done. I previously tweaked some scanline settings for more dynamics as well as was experimenting with low gamma but everything was just too dim so I had to take a more traditional approach there which is what you would see in the last Ninja Gaiden NES screenshot I posted. That’s going to be my NES Shadow Mask Preset.

The next one is my Turbo Duo Shadow Mask preset. Since posting that screenshot, I’ve adjusted the gamma a bit and I was just about to post some screenshots showing those.

SNES Shadow Mask is also at an advance state. Not so much Sega Genesis, PSX or N64. Those will probably follow after initial release. Arcade is looking good.

So my preset development has continued. I see there’s a new version of HSM Mega Bezel Reflection Shader out today. Will be testing it as soon as I get a chance. Hopefully, these (new Shadow Mask presets) will look the same as well as my previous Slot Mask NTSC presets.

If not, we’ll just have to be a bit more patient as its probably no easy task maintaining the venerable and versatile HSM Mega Bezel Reflection Shader!

So without further ado:

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it’s going down pretty smooth as i seen, nice. great job done

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This is using HSM Mega Bezel Reflection Shader v1.7.0 by the way. I forgot that version was still installed when I took these screenshots. They don’t look so bad so I guess I might release these for HSM Mega Bezel Reflection Shader v1.7.0 after all.

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Hello! I’m very new to all of this so it may be a silly question (also sorry if it’s been asked before, I couldn’t find if it has been) but is there a way to use your presets without the bezel? I love the crt looks you have dialed in, but I prefer to just have a black background around my game. Thank you!

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There are several methods. They basically involve setting the Opacity or Brightness of the Graphics to 0 then setting the Integer or Non-Integer Scale to around 100% so that the image takes up the entire vertical height of the screen.

Be sure to use my presets in the No-Reflections Folder so you don’t waste performance generating reflections that you’re not going to see.

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great thank you for your help! I’m excited to try this when I get home. looks like you’ve done a lot of impressive work

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CyberLab_PSX_Composite_Slot_Mask_IV_OLED_NTSC.slangp

CyberLab_PSX_Composite_Slot_Mask_IV_OLED_NTSC.slangp (Le’Sarsh)

CyberLab_PSX_S-Video_Slot_Mask_IV_OLED_NTSC.slangp

https://youtube.com/shorts/WqWpQbA9Fec?feature=share

CyberLab_Turbo_Duo_Shadow_Mask_IV_OLED_II_for_CyberLab_Blargg_Video_Filter.slangp + Blargg_NTSC_Turbo_Duo_SNES_Composite_CyberLab_Special_Edition_II.filt

CyberLab_Turbo_Duo_Shadow_Mask_IV_OLED_II.slangp

CyberLab_SNES_Composite_Shadow_Mask_Smooth_IV_OLED_II.slangp

CyberLab_SNES_Composite_Shadow_Mask_Smooth_IV_OLED.slangp

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

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6K OLED anyone?

https://www.oled-info.com/buick-announces-new-electric-car-30-inch-6k-oled-display

What do the “pure” and “sharp” in the preset names refer to? I KNOW the answer must have been addressed several times here but I’ve been having trouble searching for it.

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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.