CyberLab Mega Bezel Death To Pixels Shader Preset Pack

Is that the link you were needing, @ynnad4 ? That should have @Cyber 's latest presets

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i was refering to this. I thought there was a link there to a preset. Also, I’m not sure if the presets pack is being updated all in first post or across the whole thread in newer posts.

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The one at the very top should be the most current version. I believe he names the file with the release date in them (11-03-22) which helps a ton.

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Would you actually have a solution for 1600x900 screen resolution please ? Not sure if did something wrong but loaded it with both the preset and filter:

CyberLab__Composite-Pure__Soqueroeu-TV_Special_Edition-Genesis__STD.slangp + Blargg_NTSC_Genesis_Composite_CyberLab_Special_Edition.filt

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You got these in a folder named 4K_Optimized right?

That means they’ve been tested and optimized for 4K resolution displays.

So far I’ve been supporting 4K, 1440p and 1080p resolutions which I think might be the most popular resolutions at the moment. Each resolution needs to be tested and tweaked because these presets just simply don’t scale and translate well between different resolutions.

I doubt I’ll be doing 1600 x 900 resolutions any time soon as I would need a 1600 x 900 resolution display in order to properly test them. I do have a 3200 x 1800 that can probably work but that’s currently out of commission.

I recently had the opportunity to try my presets out briefly at 1024 x 768 resolution screen and with a few adjustments I found they looked pretty decent. So I was thinking of including a couple at that resolution as well.

You can play around with the settings to see if you can get things to fit, then you can try adjusting the CRT Mask Size and possibly also the Mask Type setting until you get something that looks suitable at the resolution you’re using.

I’ll post a list of settings that might help in a little while.

You might want to try setting Int. Scale Mode to 0 and Making sure that Use Independent Scale is also set to 0 (Off).

If you get horizontal moire patterns you might have to tweak your Non-Integer Scale %.

You can customize the size of the bezel to fit by adjusting the value that’s in the same section as Use Independent Scale. Right below it there’s a value to use when using Non-Inhereted Scale.

This only works if Use Independent Scale is Off.

Another thing you can do is use that same value to decrease the size of the bezel until it fits right, and adjusting the Integer Scale Offset to a higher value. Right now it’s -2 so - 1 or 0 might cause the viewport to increase in size.

After you get it to a suitable size you can readjust the bezel size until it fits the edges of your viewport properly. Cropping settings can give you a bit of fine tuning as well if necessary.

I recently learned of another way you can set the Min Int Scale Border so that the screen doesn’t exceed the viewport.

Integer scale snapping - HSM_SNAP_TO_INT_SCALE_TOLERANCE

Int. Scale Minimum Border Size - HSM_INT_SCALE_BORDER_MIN_HEIGHT can control Integer Scale to allow you to get for example, the biggest integer scale without being bigger than the viewport.

You can let me know if it works for you and I’ll see if I can get things aligned by setting my desktop to 1600 x 900 resolution. I’ve been contemplating switching back these presets to using non-integer scale so that they might be a little more compatible but there are other benefits to using integer scale.

You don’t have to use my CyberLab__Composite-Pure__Soqueroeu-TV_Special_Edition presets though, you can also try the others, probably the ones in the 1080p Optimized folder might work with a very slight adjustment to the CRT Mask Size and/or Mask Type.

You can use any of my shader presets with my Blargg_NTSC_Genesis_Composite_CyberLab_Special_Edition.filt video filter preset.

Depending on what you’re looking for you can just use my Blending and Transparency preset without Blargg_NTSC_Genesis_Composite_CyberLab_Special_Edition preset if all you need is the De-dithering.

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So it seems like there’s something really off here. Do you have a recent version of the Mega Bezel shader pack?

Can you open any of the standard Mega Bezel presets in shaders/shaders_slang/bezel/Mega_Bezel/Presets ?

Also it would be good to download @soqueroeu’s package and try his presets out directly?

SOQUEROEU – Mega Bezel TV Backgrounds

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Nothing is off really. This is a preset that has only been customized and tested at 4K resolution. It’s even in the 4K_Optimized folder.

@ynnad4 is attempting to use it on a 1600 x 900 screen so the custom bezel scale as well as integer scale offset aren’t expected to be a good fit for that or any other resolution.

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ah ok, this is kind of a bummer, that’s one reason why the non-integer scale is on by default in the base presets, so they can run at any resolution without getting strange results.

Generally people are trying to set up presets for the Mega Bezel so they can run at many different resolutions and aspect ratios as that is part of the strength of the Mega Bezel.

So if you really only ever expect someone to run it at exactly 4K then I guess you are getting what you expect.

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Rome wasn’t built in a day and good things come to those who wait.

Based on my experiences with moire patterns, mask sizes, noise and filtering levels not scaling and translating well across different resolutions I started doing resolution specific presets. Even if the image might scale automatically using non-integer scale other aspects of the presets may not look as intended anyway.

Plus this particular setting of Int. Scale Mode being set to 0 is really the result of my experimentation in trying to optimize and balance screen size, moire patterns, dealing with overscan and stuff like that. I’m not afraid to push the boundaries in order to learn different ways of doing things and achieve new and interesting results in the process.

I never had any intention of explicitly supporting 1600 x 900 resolution though so in situations like this when a user of a more uncommon setup has an issue, there’s no problem with them coming here and doing a little back and forth to find a solution that works for them and can be shared with others possibly in a future preset.

I’m also not completely ruling out using Non-Integer Scale in Soqueroeu’s presets in the future though (my first Soqueroeu-TV Special Edition preset used non-integer scale) but I’m still testing, learning and so far getting things to work the way I want using Integer scale.

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I’ve said it before. I’m not sure integer scale really belongs in the Mega Bezel, unless you are using a simple background layer and bezel.

To use it with a device layer would require designing the graphic based on the screen size. (Bottom up design as opposed to top down.) And the user would never be able to increase internal resolution scale.

If you look closely at my 3DS [Integer] preset, I am using integer scale as a base but setting non-integer scale to match it. This gives the screen clarity that integer does, but still allows the user to use the features that inspired the creation of the Mega Bezel in the beginning.

The power of this can be explored by using a DREZ preset and higher internal resolution scale. This would be impossible using integer scale. (The reason my [Integer] presets for the PSP and PSOne have been temporarily removed from the repo.)

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Different users might have different perspectives on this so I don’t see why having choice should be such a bad thing as it in no way hinders the work of those who don’t need or use it.

This is exactly what happens when I try to integrate my presets as well as preferred screen curvature and overscan settings as well as crop settings for individual games to work with an existing bezel and graphics preset.

This is something that I recently learned about and did in my Soqueroeu-TV Special Edition PSX preset.

That wouldn’t have been possible (or at least as easy to resolve) if I didn’t get the matching Non-Integer Scale from setting the Int. Scale Mode to 0 first, which completely removed the moire patterns that were visible during hi-res screens.

So this alone is a very strong case for having Int. Scale Mode as a part of Mega Bezel.

To me the more rigid behaviour of Int Scale more closely matches the behaviour of a real CRT especially where overscan is concerned.

In time I think I’ll get all of the Integer Scale settings, overscan settings & crop settings dialed in so that one size will work for all games on any given console preset.

That’s already what takes place in my current Soqueroeu-TV Special Edition presets, it’s just that it will take some more time and testing of some more games to get things fully realized.

Using Non-Integer Scale with everything automatic takes away some of the fun of that. I actually enjoy tweaking these things.

Yeah I’m not saying that integer scale can’t be used with the Mega Bezel, it’s there for a reason it works but you have a bit less control over the exact size.

Something like @soqueroeu’s preset which has graphics for the TV should be set up to have the graphics scaled with the tube, so that when the tube scales with non integer it scales all the graphics along with it.

Having a situation where the scaling of the graphics is divorced from the screen scaling and the screen may change size and be offset from the graphics is not a great situation.

For getting a good size of the screen with integer scale I would suggest trying the integer scale snapping to snap the non integer scale to the closest integer multiple. And then have the graphics scaling linked to the tube. Then all the graphics will match the tube.

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I totally get and understand this but what no one seems to be understanding is that I’m experimenting. I have my valid reasons why I’m on the path that I am on so everything is working as intended. I might come back to the default settings after I’m finished or if I’m not satisfied with the results of my experiments.

Remember what I share is what I use and what I use works very well at the resolution I have recommended users use it with. In the future other resolutions might be tested and added.

This point is very important and may have been missed.I will first qualify by saying at the mask and scanline settings I use things are not going to look as intended when scaled to different resolutions anyway so the point of changing the look and function of presets to not look strange would be moot when they would inherently look strange and not as intended to me. Again remember, what I share with the public is what I use personally so it has to look right first for me.

That’s one of the costs of trying to maximize certain qualities at a particular resolution rather than have something that looks average across all resolutions but is more compatible.

I’ve addressed this by testing optimizing and labelling for different resolutions.

Let’s not blow this out of proportion. @ynnad4 will be sorted out at his 1600 x 900 resolution when I get a chance just as I sort out other users who try different things that I haven’t gotten across to just yet, for example @DDB who tried to integrate my presets which are all for @soqueroeu’s curved presets so far.

So what might really be needed is just a little patience to allow the natural development process to run its course.

I want this to remain fun and enjoyable to all involved. Let’s not make things too serious and take away from the creative process that brings us much joy, satisfaction and in some cases relaxation.

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Good luck with the adjustments.

My main point in responding here is to try to help with my knowledge of how the system works and how you could get integer scale as well as keep the graphics scaled properly and perhaps be more flexible and work at more resolutions.

I find when the shader is working in a flexible manner people have less difficulty utilizing it. This becomes really helpful when you distribute a package and want to help people have a positive first experience with it and avoid a lot of tech support.

You of course are free to use the shaders as you wish, I’m just trying to help things run smoother.

Ideally I would hope for users of the Mega Bezel to come away enjoying the experience of the shader adapting to their situation, because I believe this is one of its core strengths.

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Thanks very much and I wholeheartedly appreciate and respect your vision for your work. I also appreciate all of your tips and contributions that teach me so much.

I just got the feeling that somewhere along the lines and sometimes I might be misunderstood.

I’m not sure I understand why @Duimon would say something like this if he understood that currently all but a few of my presets use Int. Scale Mode 0. If he doesn’t use the setting then why suggest that it be taken out or that it doesn’t belong there if it would affect what I have done negatively?

That is why I sought to address this comment. Please enlighten me as to where I went wrong with my interpretation of this comment if I did misunderstand.

I agree with this 100% but 4K_Optimized really means 4K Optimized. I thought that those folder labels were an effective way of avoiding possible negative first impressions as in this case. I guess I need to improve my documentation while I continue my experiments. As I mentioned, I might return to Non-Integer Scale especially after my experience with the Sony PSX Background but initially I ran into some issues using that, Inherit Scale and Independent Curvature with the gaps that were created between the viewport and the bezel. Crop also didn’t seem to work as I expected as instead of the black gaps being behind the viewport and cropping causing the viewport to go over the gaps and behind the bezel, the entire bezel, viewport and gaps shifted.

I tried to bring this to your attention on a couple occasions but I guess you may not have noticed. I just didn’t have the time or energy to document this at the time using screenshots. I thought that it’s something that I might have brought up again at some point in the future.

Rest assured, I’m looking at the behaviour of Int. Scale mode currently and at some point might revisit Non-Integer Scale but to have it inheriting scale with independent curvature may not work due to the aforementioned gaps and the entire bezel moving when I try to crop - which is not how it works with the default Mega Bezel Shader and Bezel.

My Soqueroeu PSX preset uses both Non-Integer Scale and Inherit Scale so it’s not that I’m averse to that in any way. That just ended up being a better solution that kept things more consistent with the multiple core resolution changes and it didn’t have the same issues I ran into with Independent curvature because it’s a flat preset.

I will also add that it is my fault @DDB ran into his first issue because he had asked me if I was doing any PSX presets based on @soqueroeu’s backgrounds and I had told him to just copy and paste the settings from any of my other presets and rename the reference to whatever other Soqueroeu preset he wanted to use.

I didn’t realize at the time that @soqueroeu didn’t include any curved presets for PSX so my curved preset settings would not have translated well for @Soqueroeu’s Flat presets like his PSX preset.

I think users have to accept a bit of responsibility to read the documentation (at least the bold stuff) and adjust their expectations accordingly if they want to have an experience that’s as good as what can be seen in the screenshots and videos, which is what I think gives the true first impression. So far any user that hasn’t achieved that on trying the presets has been sorted out.

C’mon man 1080p, 1440p, 4K. People can’t understand that? So I am definitely committed to a positive user experience and I do try to do my part where that is concerned.

Here is your solution for 900p @ynnad4:

HSM_INT_SCALE_MODE = "0.000000"
HSM_NON_INTEGER_SCALE = "62.970284"
masksize = "1.000000" 

Open my CyberLab__Composite-Pure__Soqueroeu-TV_Special_Edition-Genesis__STD.slangp preset and replace the existing settings that match those with the values above and you should be good to go!

If you want more prominent scanlines you can also add this line to the preset

HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = "200.000000"

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Thank you so much for caring buddy. More than a bug report, seems like a little request. I just have a 20" VGA 1600x900 monitor. It may help somebody else if have smaller monitors.

New edit: here some proof in 1600x900, 16:9 aspect ratio.

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My point was that the main reason that @HyperspaceMadness wrote the Mega Bezel was to take away the difficulty of setting up an overlay that had a custom screen size.

Right now 99% of my presets work OTB on a 4x3, 16x9, or 21x9 aspect setup. Everything just automatically works using Mega Bezel magic.

@HyperspaceMadness has consistently kept the ease and automatic nature of the experience a high priority.

If you have a background that requires a specific screen size, and use integer scale… if you change the internal scale resolution it will break.

This is just one example but it illustrates why in some situations I think that integer scale doesn’t fit the core mission. I never suggested that it be taken out, just that in many situations it takes away from the base mission.

I am really not intending to blow this out of proportion but a short time ago 4K optimized was user subjective. Nothing really strange happened if you used one of your presets on 1080p… it just didn’t look the same.


This lengthy back and forth was the reason I bowed out of explaining this last week on HSM’s thread. Now I wish I had left it buried. :frowning_face:

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The simple reason for this my friend is that the mostly default presets that you use don’t push mask and scanline definition and strength to the limits like all of my presets do.

All of my original presets can be used at any resolution. 1080p Optimized Presets are fully compatible with 4K resolution. 4K Optimized Presets might look softer if run at 1080p (which is why I made 1080p Optimized presets in the first place). If you try to use either at 1440p or use the 1440p at 1080p or 4K resolution things may not look right because of the mask size and settings.

Lower resolutions may not be able to preserve some of the finer details I try to bring out in my presets (for example the RGB triads when you go close to the screen) and because they usually end up softer, I might compensate in different ways. Then some parameters work and look very differently at different resolutions like GDV noise.

The main reason “strange” things started happening recently with my presets at different resolutions was because of integrating them with @soqueroeu’s TV-Backgrounds and using independent curvature and bezel settings.

Things didn’t seem to work as straightforward as I expected using this combination of settings so I first asked questions perhaps not loudly and clearly enough but in the meantime used trial and error to get to where things are now.

In addition to that some combinations of settings produced a lot of moire which I had to find ways to deal with that preserved what was most important to me on the creative side of things.

With that said. I separated my presets into different folders for different resolutions for a reason. Users are free to experiment but for the presets to look as intended it is best they follow the guidelines and recommendations.

Nothing is wrong with discussing and trying to understand why someone has a particular thought process or methodology of doing something. I posted an album showing why I have done things the way I have at least in this most recent set of background integrated presets in a more appropriate part of the forum.

Remember just as you might spend hours, days and weeks trying to get the fine and final nuances done properly and as you have envisioned in your graphics it is probably a similar effort that I put into getting things to work and look right in my presets.

Another thing that I hope we can all appreciate is that these things are works in progress and time to work on them is limited so if things look or behave a certain way that may not seem 100% perfect especially when it’s something new or an overhaul, sometimes all that’s needed is some time.

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You’re welcome @ynnad4 something doesn’t look quite right in that screenshot though. That blue border isn’t in my screenshots. Is it that you disabled Curvature in the preset or have some other setting in RetroArch not setup according to the HSM Mega Bezel setup instructions?

If so, the curvature I have set is extremely subtle and shouldn’t cause an issue. If you want things flat and to fill the screen properly without that blue border just let me know.