As you can clearly tell from the filename, it doesn’t require any additional video filters and it also doesn’t require BSNES Blur emulation to be turned on.
So without further ado…
Right click on the image, click Open in New Tab then press F11 for Fullscreen for 4K users. Zoom in until it looks right for 1440p or 1080p users.
I was aware of this, I though you could maybe try snes9x or another core. It would be interesting if the Blargg NTSC filter could be ported to slang by someone who has the experience.
Yes, I took a look at these shaders, but personally I just prefer a more blurry image. Also I do have access to a 4K screen, but most of the time I can only use 1080p.
Ok. I though they also worked on the 256x224 resolution games, but apparently the blur only takes effect in hi-res games.
Sorry, I wasn’t really clear. The preset and the filter load just fine seperatly, but not when they are combined. The problem also occurs when the preset pack and the Mega Bezel are in V 1.5.0.
Yeah sorry, I only looked at the date and thought it was a bit “old” and saw that a few parameters changed. Of course I understand that it takes a lot of work to constantly review and update the shader pack whenever a new Mega Bezel version is released. I was just wondering if i could use the latest version, because in my case I haven’t encountered any bugs when using the latest Mega Bezel version.
Have you seen my post immediately above your last post?
You can use the Snes9X Core with it’s built-in Blargg Filters as well as my Custom Filter presets.
Another thing you can do is try my newest Shader Preset Pack and SNES Composite Slot Mask IV OLED NTSC preset which I released just recently.
You didn’t really get back to me on these suggestions I made.
Have you tried saving a Core Override for the Blargg Filter Preset you would like to use? You might get different behaviour if you allow the Blargg filter to autoload as opposed to trying to load, reload and switch video filter presets mid session.
Seeing that the only folder that gives you this issue us the MBZ__0__Smooth_Advance folders, then I think you’ve found your solution/workaround right there. Just use any of the other folders that do work for you.
Do you think there’s any difference at all or any major difference between my newest presets in any of the other folders?
It’s not only about the work, it’s also about the cost vs benefit of doing the work and the relevance.
I went ahead and updated for version 1.6.3, however so far, I haven’t really seen anything that’s different quality wise in any of my presets, however there have been performance/compatibility regressions.
Updating for updating sake doesn’t make sense all the time. Yes bugs may be fixed and they have and features may be added, not always relevant to every particular use case or context though but sometimes a preset looks exactly the way I would like it to look and an update or change in the implementation of a certain function of the shader can cause it to look different.
I usually don’t want it to look different. If it should look different, I tend to want it to be because of a choice or change I made and am completely aware of and in control of.
Even HSM doesn’t always update the Mega Bezel Reflection Shader available through the Online Updater as soon as there’s a new release in his repo.
Of course you can, then you can see exactly what I’m talking about first hand. You might have to manually change some Shader Parameters in order to get things to look as intended, or maybe you’ll find the unintended differences in the shader presets to actually be more to your liking.
These are some of the differences I’ve found between 1.6.3 base presets and 1.6.4, I haven’t even begun to talk about 1.7.0. They’re sometimes documented but not all of them are all the time.
old
HSM_DEDITHER_MODE = 1
NEW
HSM_DEDITHER_MODE = "3.000000"
old
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 0
NEW
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 600
old
shadowMask = 3
NEW
shadowMask = 1
mask_bloom = 0.3
I’m not so sure about the blurry part because that might just give me a headache but you can also try my RGB Smooth, Computer Monitor Smooth or other presets with the word “Soft” in the filenames.
You can also try turning on DSR or VSR in your display driver settings and set your desktop to 4K and use my Le’Sarsh_4K_Optimized presets. Finally you can go into Shader Parameters and turn down the sharpness settings.
Definitely not motion blur…lol. If you’ve been following my posts and preset pack development over the past week or so you might have noticed a common trend in each of my recent updates.
In any case the screenshots reveal what preset I’m working on next.
Recently when testing out all the different presets I noticed that even when vulkan renderer was set and saved to current config when I launch Mupen64Plus-Next it resets renderer back to glcore.
How should I proceed? Do I change renderer, then load preset? Should I be using a different core? Appreciate the feedback.
I’ve never noticed this because I use ParaLLel most of the time. I’ve seen recommendations to use Mupen64 along with ParaLLel RDP or Angrylion RDP though or at least something like that.
I think @hgoda90 mentioned it in a post somewhere and it might have also been mentioned elsewhere.
Not really as I’m not really a big n64 fan and I don’t even think ParaLLEl is a recommended core to use. Perhaps @hgoda90 or anyone else can be so kind as to refresh our memories as to what combinations are recommended for Mupen64? Is it just the ParaLLEl or Angrylion RDPs that should be changed? Anything else?.
I think the idea is to get the best of compatibility and performance with new features and updates.
Mupen64 recommended core options are game dependent. You will just have to test each RDP with each game and see which one works best. The same goes for ParaLLEI with the GFX and RSP plugin settings.
I don’t really have a recommendation for either one. I usually use Mupen64 since using the RDP is faster than finding a combination good for the GFX and RSP plugins with ParaLLEI.
There are two N64 libretro emulator cores for use on libretro frontends such as RetroArch: Mupen64Plus-Next and ParaLLEl-N64. The former is up-to-date and is recommended for most use cases, while the latter is no longer updated and is only around for performance reasons. They also have access to the following plugins:
Shared by both cores
Video: ParaLLEl-RDP , Angrylion
RSP: ParaLLEl-RSP, HLE, CXD4
Exclusive to Mupen64Plus-Next
GLideN64
Exclusive to ParaLLEl-N64
glN64, Rice, Glide64
Due to these differences, it is advisable to use Mupen64Plus-Next for general use, and ParaLLEl-N64 for performance.
General Use (LLE)
Core: Mupen64Plus-Next
Video: ParaLLEl-RDP
RSP: ParaLLEl-RSP
By default ParaLLEl-RDP will output at native resolution with all the VI filters on, making it look exactly like Angrylion and the real N64 console. Upscaling must therefore be enabled in the core options. You can also alternatively render at a high resolution and downsample to a lower one if you want to improve 3D without making it stick out from 2D elements too much.
General Use (HLE)
Core: Mupen64Plus-Next
Video: GLideN64
RSP: HLE
While GLideN64 also works with the ParaLLEl and CXD4 RSP plugins, using them will cause GLideN64 to switch to its LLE mode, which is currently glitchier and slower than the HLE mode, for few compatibility or accuracy benefits, if any. As such, it is recommended to stick with the HLE RSP for GLideN64.
Performance
Core: ParaLLEl-N64
Video: Glide64
RSP: HLE
For slow, low-end devices and old PCs only. If further speed is desired or needed, you may try glN64 or Rice, but using them comes at a steep cost in compatibility and accuracy, and many low-end devices in use today ought to be able to handle Glide64 just fine (well, with the exception of certain underpowered “retro gaming” handhelds).
Accuracy
Core: Mupen64Plus-Next
Video: Angrylion
RSP: CXD4
Just like the developers intended! If you want to go all out, set the CPU core to Pure Interpreter, turn off multi-threading and set thread sync level to High in Angrylion’s options for the real 30 VI/s experience. Closest you’ll get to real hardware until a complete cycle-accurate N64 emulator surfaces.
Right click on the image, click Open in New Tab then press F11 for Fullscreen for 4K users. Zoom in until it looks right for 1440p or 1080p users.
Some of these NTSC effects can’t be captured properly using regular screenshots so what you see here is not necessarily what you will encounter while playing.
These presets feature the awesome HSM Mega Bezel Reflection Shader provided by @HyperspaceMadness and powered by the amazingly versatile CRT-Guest-Advance-NTSC!
Here’s hoping to a bright 2023 filled with even more beautiful shaders and shader presets!
With these new presets I’m hoping that retrogamers around the world can leave 2022 better equipped than when they entered.