CyberLab Death To Pixels Shader Preset Packs

Thanks @DreamOnNeon, I’m glad you like it and thanks for confirming that it also works well at 1080p resolution! I’ll add it to the 1080p_Optimized_Presets folder as soon as I get a chance!

Feel free to simply switch ScaleFX off for all that cleanness, brightness and saturation with an even more authentic look!

CyberLab_FFMPEG.slangp

CyberLab_Video_Widescreen.slangp

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which scale fx do you use on that image cyber? is it scale fx 9x?

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It’s whichever version is integrated in Mega Bezel Reflection Shader. Maybe @HyperspaceMadness might be able to answer that one.

It’s just the standard scalefx

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Hi Cyber! I tried your arcade raw/sharp 1440p preset but it present a strong green tint, is there any issue in that resolution? cause i tried the 4k one and it looks color accurate

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Hi Chuck, that could possibly due to the Mask Layout setting being incorrect for your screen. Did you try toggling it between 0 & 1 to see which looks better?

To find the Mask Layout setting you have to go into Shader Parameters then scroll up from the top to get to it faster since its near the bottom of the shader parameters menu.

On another note, I can hardly make out what’s going on in that jpeg file you shared at the mask level. This is probably because of the high level of jpeg compression.

What you can do is post a PNG file and if it’s too large you can use an image sharing website like imgbb.com which will allow you to preserve the full quality of the original screenshot.

Alternatively, you can use an app like IrfanView which allows you to set a filesize limit when saving jpeg files so if you set it to 4096KB you can get the maximum quality jpeg file that can be uploaded in these forums every time.

I tried toggle between 0-1 at mask layout parameter but it didn´t work. My monitor is an Asus VG27WQ if that matters. This is an example: https://ibb.co/Y3ZxP5p

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Thanks, I think I’m seeing what you’re describing when viewing the screenshot on my phone.

I’ll give it a check when I get a chance, in the meantime you can probably play around with the White Point, Hue, Change the TV system to NTSC-U or neutral 0, instead of NTSC-J and try disabling Deconvergence.

Other than that, feel free to try some of my other shader presets, especially the newer ones as those Arcade Raw/Sharp presets are a bit long in the tooth now and haven’t really been updated in a while except for maybe compatibility reasons.

Gotcha!, some suggest for a good shader to try with arcade games? Btw thank you for your time

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Okay, I think I’ve found the issue as well as the solution.

All you need to do is turn off Deconvergence or set the Deconvergence strength to 1.

What probably happened is that originally and for a long time, I had Deconvergence set to 0 (Off) for those and probably some other presets. Then maybe sometime long after, I might have enabled Deconvergence in a mass edit/update and with the possibly experimental deconvergence settings that were there, the green tint you experienced was the result.

Or it could have even just been a typo.

So you can go ahead and set it either way and enjoy yourself. I’ll have to decide on what setting I might leave it on when I upload the fix.

Hmmm…unfortunately my latest and greatest tends to be released and remain relatively exclusive to the 4K_Optimized for a while before they trickle down to the lower resolution optimized folders but based on what’s currently available for 1440p:

Any of the presets with “Slot Mask” in their name except the ones with “Blargg” in their names.

Ones that don’t have “Composite”, “Old TV” or “Blending and Transparency” in their names.

Edit: On second thought, Composite Pure looks really great with Arcade games and so does Composite Sharp.

No problem, thanks for reporting. I think this one has been around for a while now and someone else reported it but I really couldn’t put a finger on it until now. 1080p and 1440p preset development and testing has slowed considerably, especially since more performance tiers have been included so it’s really only if users of those presets report stuff that I will be made aware of things like that.

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can shadow mask be configured for non oled tvs?

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Any of my IV_OLED presets can be used on non-OLED TVs.

Depending on the subpixel layout on the TV, no mofiication may be necessary but many TVs will work better with the Mask Layout changed to 0 (RGB) instead of 1 (BGR) which is what works best for OLED TVs.

The bigger issue might actually be resolution as I haven’t tested my Shadow Mask presets on any resolution besides 4K so they may not be scalable to different resolutions. That’s something I might get to eventually but you’re safe if you’re using a 4K display.

On another note. I did some extensive investigation concerning the DREZ presets as well as some of the issues you were having when it came to PSX games which switch resolutions.

I tweaked the DREZ settings a bit as a result.

Although I can’t remember exactly how the DREZ presets looked at the time when I created them, what I can say now is that they’re designed to be used primarily with games that look better when running higher Internal Resolutions than default. This really means games that feature polygon graphics.

The DREZ presets I use are based on the 480p DREZ base preset.

This works pretty well with many 3D games for PSX as well as N64. The caveat is that you lose those pronounced scanlines that you get at lower resolutions like 224/240p.

Due to this, it’s not really well suited for 2D games like Castlevania Symphony of The Night.

Also, DREZ presets lock the resolution so when playing games that switch between high and low res, you don’t get the proper scanline effects for the low resolution parts.

So don’t use DREZ unless you need to and don’t use it for 2D/pixel art games.

By default you should use the non-DREZ presets unless you’re performing upscaling and are also experiencing crashes. You can also use presets in the MBZ__1__ADVANCE or MBZ__3__STANDARD folders as an alternative.

I got great results using Beetle PSX SW then for 3D games I tried SwanStation and that seemed to work very well.

i would like to talk about drez and psx scaling, drez has quite some the problems with color yet which makes the video still kinda blocky on psx and over saturated, also while trying to set the proper non integer scale and viewport the mask just disappears, i have a couple of theories, but yep, i had tried a workaround for this, and a weird one, instead of using your drez presets, i had chosen to go for using your normal psx preset and prepend the ntsc adaptive preset from ntsc shaders, it looks quite interesting

here it is https://ibb.co/kcVRpsn

These 2 topics I have limited knowledge on and might better be suited for the Mega Bezel Reflection Shader thread.

I don’t use DREZ presets myself, just included them as an option to assist users who were upscaling and experienced crashing.

Also, I hardly play any PSX games so I don’t really do much upscaling and stuff like that. I actually only recently tried SwanStation for the first time.

This doesn’t mean I don’t mind discussing something and learning in the process or that I can’t assist at all. This is just a disclaimer for you to adjust your expectations accordingly.

Still don’t understand why you need to use DREZ or maybe I just can’t remember.

I also have PSX…NTSC Shader Presets. Not sure if you tried those as well.

see https://ibb.co/Gd6TVFh

drez or maybe as i come to understand in the last month s video, ntsc phase 2 and phase 3 with applied drez for some reason, had to be done in psx for the things to not look quite rough, as these are based on 640 x 480 and the games are mostly 240 my theory is that the presets already look pretty good on 4k, but this does not on 1080p 4k already makes 640 look good but 640 doesn’t quite on 1080p it depends on how much the image is multiplied when going further up in resolution, for you i’m pretty sure 240p looks like blurry garbage in compare to 480p