CyberLab Death To Pixels Shader Preset Packs

Well those aren’t HSM’s instructions nor mine.

These are:

These instructions are the ones he is following.:grin:

1 Like

Just tried it, at value 0.00 it’s too small and at value 1.00 it’s just too big, pretty similar case as the above images that I shared.

@Cyber I’m just using the default, don’t know if it’s 1x.

1 Like

If you are using integer scale and you are getting a result like this this is a pretty good result. Integer scaling multiplies the core resolution by discreet values, e.g. 1, 2, 3, 4… this is how it gives the exact same number of vertical pixels to each scanline.

However it looks like from this image that you have no scanlines, maybe because you reduced the interlacing threshold? If this is the case and you are happy with the no scanline look then there is no need to use integer scale and you can go back to 100% non-integer scale and have the game screen match the height exactly.

Edit:

Which core is this, is this Dreamcast or PS1 / 2? If so this is part of the issue why the integer scale steps are so big, each step would be another 480 pixels.

1 Like

@HyperspaceMadness My goal was to utilize the full screen space at the top and bottom, which is the reason why I wanted to remove the bezel frame.

I don’t know what interlacing threshold is so I’m quite sure I haven’t reduced it. I do see vertical scanlines in that image though.

Yes, that’s Dreamcast core.

You can have a look at this @Rex0, @HyperspaceMadness & @Duimon.

Marvel VS Capcom 2 using Flycast with these core settings:

(Mobile users be sure to rotate your devices to landscape mode and view fullscreen or zoom in all the way or at least enough to eliminate any downscaling artifacts. Desktop users can probably just right click on the images then click Open image in new tab then press F11 to view the images fullscreen)

CyberLab__Composite-Sharp__1080p__PVM-Edition__ADV.slangp

I’m not seeing any issues whatsoever on my end at 1080p desktop resolution. Everything looks beautiful. I used MVSC2 instead of MVSC in my example because this is the harder one to get right due to the hi-res scenes.

@Rex0 Before you go any further, please post your core settings as well as any other information that will assist us better. Better yet, try copying these settings first.

HSM_Bezel_Reflection_V 0.9.098 2022-01-08 Rev 1 + CyberLab Mega Bezel Death To Pixels Shader Preset Pack 15-01-22 were used in these examples.

Ok so the vertical lines you are seeing are not scanlines but rather the CRT phosphor mask,

image

The crt mask is controlled at the bottom of the parameter list, an easy way to get there is to open the parameters and press up and it will jump to the bottom of the list. In the guest CRT Mask if you want no mask you can set it to -1, but there are other masks in here that you might like.

2 Likes

Oh, I see. My apologies. Please take a look at the examples I just posted fullscreen.

I think @Rex0 should start with the recommended stock CybeLab preset and HSM settings, make sure that his images look like the ones I posted 1st, then and only then proceed to make adjustments and customizations.

1 Like

Yes at that screen size i.e. without maximizing the screen space utilization, I have the same result. I’m using the exact version of shaders and core settings.

Ok, I’ll check the setting.

So the conclusion is that the image won’t enlarge at all without massive cropping due to 480p steps in Dreamcast games?

1 Like

If you want integer scale yes.

But since you seem to be happy without strong scanlines then you don’t need integer scale. Integer scale is really only needed when getting artifacts from uneven scanlines.

So if you see horizontal lines that you don’t like like you were getting in the first place just reduce the interlace trigger res. When the trigger res is met it goes into one of the interlaced modes, and the default interlace mode just removes all the scanlines.

2 Likes

Citatblok One that comes to mine is the scanline and mask alignment and interaction with your display’s RGB subpixel arrangement being less than optimal for the mask settings that I’m using in some of my presets.

I think it has something to do with the way the shader handles vertical alignment. With so many layers of operations going on, It is (as you say) sensitive to changes. Factor in the addition of so many things that happens automatically in regards to resolution scale and so forth.

Citatblok I have no idea what this setting does as I’ve never used it.

It was a solution recommended by c9f5fdda06. That way you still maintain correct aspect ratio, even when making screen space bigger, since it still relies on integer scaling - most people want this, so not to warp the picture, hence get the correct and authentic image.

Citatblok Is it that you’re seeing these anomolies with the Integer Scale Mode set to 1? I’m asking this because I’m seeing the bezel and reflections in your vertical pics whereas before we were advising you of settings that would disable the Bezel then allow you to expand the display area.

Unfortunately, there isn’t any “easy” option to just disable the bezel. If you look at my horizontal games, they also have a side bezel. I’m fine the way the horizontal games look. Getting the vertical games to behave, and still look correct, with larger screenspace, and still use the shader settings is not an easy thing to do.

1 Like

I don’t think my GFX card has any say in this particular problem.

I will try and upload an image taken from within RA.

ADDED:::

What follows is a couple of examples of the anomaly regarding the vertical allignment of the shaders. I have included both a vertical and a horizontal game for reference, both games from the same core, and same system (CPS II). From what I can gather, the anomaly seems to do with “Rotate CRT Tube” = 1 in combination with “Int Scale Multiple Offset” = 0. Other “Int Scale Multiple Offset” values are ok.

1 Like

I used the solution presented by c9f5fdda06

Retroarch Settings:

  • Settings > Video > Scaling > Integer Scale = Off
  • Settings > Video > Scaling > Integer Overscale = Off (up to your setup)
  • Settings > Video > Scaling > Aspect Ratio = Full

HSM Settings:

  • [CRT SCREEN SCALING]
  • Int Scale Mode - Off | ShortAxies | BothAxes = 1
  • Int Scale Multiple Offset = 1

It looks beautiful with only the side bezel showing (and a little at the bottom and top). But do know that vertical games e.g. DoDonPachi, 19xx, Battle Garegga etc. will take some adjustments to show properly. I’m still trying to find a viable solution with help from the guys in here.

The below image retains full integer scaling with correct scanline adjustments, and no pixel shimmering etc. (Taken with a cell phone)

1 Like

In my testing using my Performance-No Reflections Presets, when I turn the Global Graphics Brightness down to 0 everything except the game image (viewport) disappears.

There’s another simple method to disable the Bezel and Background Graphics:

Set Opacity to 0 for “Bezel General”, “Frame” and “Background”.

You can also use the Viewport Zoom feature to resize your gameplay area since you’re having some issues with using the non-integer scale % method.

I don’t know much about this but you can try rotating the mask and scanlines if things don’t look right when in vertical mode. Someone else might have to point you in the right direction as to how to do this properly.

In all of the incorrect picture, good alignment images the mask and scanlines are incorrectly oriented. Set them back to the original orientation and you might be fine. Do not allow the mask and scanlines to rotate with the viewport. They are designed to match you displays RGB subpixel arrangement as best as possible on any given display.

Maybe it’s time to get a monitor stand and Tate that entire display or maybe add a second one in permanent Tate mode!

1 Like

Not here. Only the brightness around the bezel tones down. The bezel itself is still on the screen, surrounding the viewport.

The other settings don’t do anything for me. The bezel is still visible only without brightness.

The reason I don’t use viewport is because it messes with the scanlines.

I think this may be the area I should look in, but alas, that may be a bit over my head.

Nah, that might be a bit much for me.

1 Like

Super, and how do I do this? :slight_smile:

HyperspaceMadness Maybe you would know? :slight_smile:

1 Like

So masks do not rotate with the screen, The scanlines do rotate with the screen, so by default if you rotate the screen of an fbneo game like 1943 then you will have vertical scanlines.

When you talk about vertical alignment do you mean that the game screen isn’t the same height?

If this is what you want then you will want to use integer scale mode 0 – which is non-integer scale-- then the screen will stay the same height when you change between horizontal and vertical. You can always bring up the resolution info to see how close you are to an integer multiple.

For vertical games you may want to try setting the scanline direction to vertical which is what you would have seen in the arcade.

Edit:

Maybe you are talking about the reflection around the screen which appears in the bezel area? If you want to get rid of this you can set the global reflection amount to 0. Or you can use a no reflection preset since you don’t want the reflection.

1 Like

This is what happens when I lower the Global Graphics Brightness:

I just tested this using my CyberLab__Composite-Sharp__PVM-Edition__ADV as well as my CyberLab__Composite-Sharp__1080p__PVM-Edition__ADV presets.

Are you using my latest shader preset pack? A few versions back I noticed that I overwrote the Performance-No Reflections presets with the Advanced-Full Reflections presets but I subsequently fixed that.

I will have to do some more internal testing of these issues you’re still having and see if I can come up with an optimal solution.

Exactly, so how does one rotate the mask?

No. I mean that the game would be played on a vertical monitor in the arcades aka the way it is supposed to be played. As Cyber mentioned before when he spoke of “Tate” mode.

Not necessary, as you already mentioned above, FBN does this itself, and it is not the scanlines that are the problem i’d reckon, it is the masks.

Frankly I think that it would be easier to create an entirely new shader dedicated to vertical games. I have seen other creators do this in the past.

I’d hate having to go back to CRT-Royale-XM29 because these shaders look great on horizontal games, but it kinda sucks big time when every vertical game is unplayable.

1 Like

That may be it. I’m using the 13-01-22. I’ll try the newest pack.

Right now, doing what you are doing above has zero effect here on the bezel, other than brightness.

ADDED:

The newest update fixed the bezel “problem”, and not only that. The vertical games now work without fucking up the colors/saturation. :+1:

I don’t know what was wrong with the previous release, but I’ll stick with this one now. Thanks everyone for the help. :slight_smile:

1 Like