Maybe by 2060 Microsoft will find a way to allow long file names.
First Mars colony to Earth Base… we have encountered long file names… aborting mission.
Maybe by 2060 Microsoft will find a way to allow long file names.
First Mars colony to Earth Base… we have encountered long file names… aborting mission.
A sneak peak at what might be coming in the not too distant future…
CyberLab__Ultimate__Virtual__Slot__Mask_IV_OLED_CRT-1P2RTA.slangp
CyberLab__Ultimate__Virtual__Slot__Mask_IV_OLED_CRT-1P2RTA.slangp (Le’Sarsh)
CyberLab_NES_Composite_Slot_Mask_IV_OLED_NTSC.slangp (Le’Sarsh)
Feel free to ask me how I did it.
CRT Shader Presets by CyberLab.
Powered by HSM Mega Bezel Reflection Shader.
Hello, perfect match Cyber and Duimon synonymous with Work of Art.
I second this wholeheartedly!
While I might prefer the TV, monitor or cabinet aesthetic over split console or computer aesthetic over the split system style, I can truly understand and appreciate the importance of preserving and paying homage to all the various machines.
I’ve always appreciated @Duimon’s art and expertise when it comes to getting some of the rarest and most obscure machine emulations to run and it is with great pleasure that I have now found the time to really appreciate and admire his work as you and many others have been doing for quite some time now.
The next step for me is to create a guide to show users how they can achieve this best of both worlds experience at least using the method that I have employed.
I think you have a video where you showed how you integrated CyberLab and Duimon presets as well? I think I’ll also post a link to that video in my upcoming guide if you don’t mind.
Special thanks and shoutout to @HyperspaceMadness, @guest.r and all the other shader developers whose work forms the backbone of our preset development endeavours.
Hello, feel free to post, every day I come here on the forum to see the news. And in RetroArch I can’t even play anymore, when I go to play I see that there were more Shaders, Overlays updates and there I go to play again. By the way, I’m going to test your updates today. Hugs to all of you
turboxray PCE hires_slideshow_1.pce using CyberLab_Turbo_Duo_S-Video_Slot_Mask_IV_OLED_NTSC_II.slangp (1080p Optimized) + CFRS_Mini_TV.slangp (1080p Optimized @ 4K)
For proper viewing do not use preview. Download before playing. Requires 4K display for full fidelity.
Click on the link below to download:
turboxray PCE hires_slideshow_1.pce using CyberLab_Turbo_Duo_Composite_Slot_Mask_IV_OLED_NTSC + CFRS_Mega_TV.slangp
For proper viewing do not use preview. Download before playing. Requires 4K display for full fidelity.
Click on the link below to download:
Credits:
Title theme for Blazing Lazers (also known as Gunhed) for the TurboGrafx-16, composed by Masatomo Miyamoto (Compile).
turboxray PCE
hires_slideshow_1.pce
and the exceptionally talented artists who created these original images.
featuring HSM Mega Bezel Reflection Shader by @HyperspaceMadness, powered by CRT-Guest-Advanced-NTSC by @guest.r and many more shader contributors.
CRT Shader Overlay Graphics & Presets by CyberLab.
Powered by HSM Mega Bezel Reflection Shader.
Introducing…
CyberLab_SNES_S-Video_Slot_Mask_IV_OLED_NTSC_II + CFRS_Mega_TV.slangp
CRT Shader Presets and Graphics by CyberLab.
Powered by HSM Mega Bezel Reflection Shader.
…And for those who sometimes play on a big screen TV but sit close to it we have…
CyberLab_SNES_S-Video_Slot_Mask_IV_OLED_NTSC_II + CFRS_Mini_TV.slangp
CRT Shader Presets and Graphics by CyberLab.
Powered by HSM Mega Bezel Reflection Shader.
Is this shader gonna be updated to 1.8.0? or with the last version is perfectly compatible as it is?
I’m just constantly in awe of how your presets can make these games look so incredibly good. This screen alone should be enough to convince people to at least try shaders. I know there are pixel purists out there and all, but I just can’t pass up an oppourtunity to have my games look this good.
Please see the above post:
Please see the above post with regards to compatibility:
I actually did this to assist users by the way. With that said if you look at my track record, you’ll see that I’ve tried to keep my preset pack up to date with the latest versions of HSM Mega Bezel Reflection, even if it doesn’t benefit any of my presets or even when performance decreases with no meaningful gain in image quality.
Remember HSM Mega Bezel Reflection Shader was not created for CyberLab Mega Bezel Death To Pixels Shader Preset Pack. It is the other way around and I am not the only user and usage scenario that HSM Mega Bezel Reflection Shader caters for.
So we’ll have to take a look at the changes and see how they affect CyberLab Mega Bezel Death To Pixels Shader Preset Pack and then see what can be done. I’m truly grateful that @HyperspaceMadness provides older versions in the HSM Mega Bezel Reflection Shader Repository.
So don’t look at a previous version as “old” or “outdated” just because a shiny new update has come along. Instead you might want to look at them as more stable versions which have been tried and tested and sometimes run better on older/weaker hardware.
None of the screenshots or videos you’ve seen in this thread were created with the current latest version of HSM Mega Bezel Reflection Shader.
Thanks, I feel the same way about the tools that allow me to make these presets as well! Really cutting edge stuff!
Well you know what they say…every bread has its cheese!
I enjoy the challenge of trying to make games look just as great as they might have looked on original hardware and CRT displays. It’s probably not perfect but to me it’s more than good enough considering how different the hardware that we’re running them on is.
When I get things to looks the way I want, it usually evokes similar feelings as listening to my favourite music or looking at beautiful art that I enjoy.
I’m glad you’re enjoying this journey as much as I am. Thanks again to the shader developers who make this possible!
Don’t forget to adjust the Mask Layout in Shader Parameters to match the subpixel layout of your display!
CyberLab_SNES_S-Video_Slot_Mask_IV_OLED_NTSC_II + CFRS_Mega_TV.slangp
CyberLab_NES_Composite_Slot_Mask_IV_OLED_NTSC + CFRS_Mega_TV.slangp
Hi. What an amazing preset this is! I am blown away by the effect.
We briefly spoke earlier and I will try to describe my question as best as I can. Since my account is new I am only allowed to post a single image, so I made a Imgur page which is linked below.
Hopefully you have a suggestion for me to try and if you have any questions please let me know.
Cheers, and thank you for your amazing work.
Preparations
Goal
The goal is to have video output only, without the bezel and scaled to 100%.
Shader Preset Config
To achieve this I have followed this: https://www.reddit.com/r/RetroArch/comments/ryaae9/comment/hsys965/?context=1
Summary:
Saved as an easy preset.
Issue Description
When running horizontal oriented content the goal is achieved perfectly. The bezel is gone and the video is scaled to 100% with the proper aspect.
When running vertical content, the bezel is gone but the output is not scaled.
Examples: https://imgur.com/a/LcBPDha
Graphics Brightness - 0
Rotate CRT Tube - 1
Integer Scale Mode - 0
Non-Integer Scale % - 100
If you would like to use Integer Scale instead:
Integer Scale Mode - 1
Integer Scale Multiple Offset - 1
You can also leave the Integer Scale Offset at 0 and set the Base Integer Scale Max Height % to whatever percentage gives you the screen size you’re looking for.
If using Non-Integer Scale % and 100% is still not large enough for you, you can go all the way up to 200%.
If this doesn’t work for you, you might have to recheck your settings somewhere.
This example uses my CyberLab__Arcade-Sharp__PVM-Edition__ADV.slangp shader preset. Other presets should work the same.
This is on a 4K screen, if using a different resolution you might have to use different offsets or percentages.
Thanks very much, I’m glad you like it! Couldn’t have done it without the great magic behind the HSM Mega Bezel Reflection Shader by @HyperspaceMadness which is powered by a host of shaders from @guest.r and several other shader developers though!
i’m very glad that you’re still around buddy. I appreciate all the references you have made to me. I will try to get up to date with the content. Always awesome to see you updating your presets.
Thanks.
I remember you made this statement some time ago.
Well, with my new NTSC Shader Presets, this has been accomplished.
The tools to do it were already in existence for quite some time, it just took some time and experimentation in order to understand them well enough to find the right settings.