Duimon - HSM Mega Bezel Graphics and Presets - Feedback and Updates

Here’s a link from @hunterk’s explanation on Reddit a couple of years ago. I think the short answer is that glcore is the most compatible, but Vulkan has some better performance in some cases. Personally when I was testing between GLCore and Vulkan I found I was getting better performance with Vulkan.

2 Likes

Hi @Duimon. Does your presents have default background for NDS and 3DS with regular (Vertical + screen gap) screen placement?

1 Like

I have yet to do a 3DS graphic, I was waiting on the ability to have independent aspects on the dual screens. While that feature is here now, and I will be doing a graphic, the dual screen preset is in heavy development. If anything is going to break in the future it will be that preset.

I don’t have, nor will I be doing, NDS or 3DS vertical screen graphics for landscape displays. (I just don’t feel it makes any sense.)

I have a fairly large set of portrait display graphics, including an NDS. Again, I was waiting for the new release/features of Retroarch before doing any 4K Vertical presets. They will come after I finish the advanced.

I also have to do a full set of Hybrid presets. :crazy_face:

1 Like

Some very helpful member on the LowRes NX forum pointed out that there were 3 Q’s on the keyboard. :hushed: In my haste I guess I missed them. :innocent:

It is fixed. :grin:

3 Likes

Oh man! who says no to an extra Q? :wink:

1 Like

At the gentle urging of my “Art Director”, I have decided to rethink this decision. :grin: (A comprehensive collection pretty much demands that I do. Look for them in the future.)

2 Likes

I’ve been testing laptops and it’s amazing, I like the night versions better, I think the LED lights look better or maybe it’s my imagination.

The photos do not do justice to reality since they are taken in HDR mode with a tablet, in live it looks better, at least the reflections look good which is what it should be seen :+1: :+1: :grinning:

3 Likes

I personally think Night mode brings out the best in my graphics. (The forced ambiance adds realism.)

About the LEDs. HSM changed a setting in the shader, (A welcome change, for good reason.) that turned all my LEDs on. I originally intended the LED layer to only be on when night mode was applied. (Since they are always on in the background layer.) The end result is that we have an additive LED over the background image, so they are overly bright. I have been torn between just leaving them or doing a mass text search & replace to turn them all off.

I’m still torn but I’m leaning towards turning them all off.

You can do so yourself in the shader parameters by adjusting the LED Layer Opacity to 0%. Maybe it will improve your perception of the daylight mode. :grin:

BTW. Awesome turtles! :wink:

3 Likes

Thanks, I had not seen that parameter, as soon as I can I try it to see how it looks :smiley:

You could always set them at 0 or partial opacity in your base preset.

1 Like

FYI you can use F8 hotkey or Quick Menu > Take Screenshot when still in game then you can get your screenshots under \RetroArch\screenshots directory :wink:

1 Like

Thumbs Up for your “Art Director”))) Few thoughts why I have asked about this in the first place. Some NDS and 3DS games rely on the vertical screen (and gap between them) positioning.

Here are few I have been thinking of.

  • NDS - Mario & Luigi - Partners in Time
  • NDS - Contra 4
  • 3DS - Mario and Luigi - Superstar Saga - Bowsers Minions

5 Likes

Doh!:innocent: Of course I can. :laughing: (Simple presets are going to take some getting used to.)

That’s exactly what my Art Director said. :grin:

4 Likes

Hey Duimon, thanks for good job…

I have i doubt, do you know how to FIX this issue Pillarbox of Shader without force Widescreen via Retroarch Emulation Core?

I try DOSBox (but DosBox don’t have Widrescreen for enable on CORE Settings) and because it, i have Pillarbox and Background don’t fit correct on my 16:9 FullHD Resolution…

I noticed that if we activate HSM Shader, without forcing the core to Widescreen Mode, this problem of Filling Screen occur in all emulators…

1 Like

It looks like you need to set the Retroarch video aspect to 16:9. (As in HSM’s installation instructions.:grin:)

3 Likes

Thanks for big help Duimon, i tried your tip and voilá, worked 100% :smile:

Changed my old settings on Settings>Video>Scaling Integer Scale: Off Aspect Ratio: Auto (Core Provided)

to

Integer Scale: Off Aspect Ratio: 16:9

Your tip FIX my problem, and now i can play everthing without need change/force Widescreen in emulator CORE Settings :slight_smile:

2 Likes

Hey everybody! :grin:

I have my first PVM for the Advanced presets to show you. :partying_face:

Looky here…

This is the default settings. Notice the red does not quite match the Famicom’s.

With a little bit of Bezel Image Layer HSV. :wink:

Scaled. :smile:

Night Mode!

Purple for the SNES.

A thin frame. (I may make this the default frame width and bezel color.)

Unsaturated and darker, with no curvature on the sides to make it more legit.


I started with the SONY PVM 20M4E. I added my own touch with the stereo speakers to bring the width in line with the default generated bezel. (Which my graphics are designed around.)

The main body uses the Bezel Image Layer.

The switches, text, switch plate, handles, etc. use the Decal Layer.

Of course the LEDs use the LED Layer.

The faint drop shadow uses the Top Extra Layer so it’s opacity and scale can be adjusted. It is solid black behind so scale adjustment is pretty much reserved for shrinking. (I may mess with this a bit more to see if I can add some more freedom.)

This is the very first graphic I have done where the design intent had advanced features in mind. Up to this point I have just been doing surgery on existing graphics. The source reflects the change in intent. :innocent:

This is also the first graphic I have done after a bit of R&D on the Bezel Image Layer HSV parameters. I am using as the base color…

  • HUE = 0%
  • SAT = 75%
  • VALUE = 50%

This makes dialing in a color a bit more natural. By selecting the target color in an image editor and changing just the layer’s Hue to match, it get’s you in the ballpark. This works because we are starting from 0 and have 360 steps of offset. (Just like image editors.)

I hope you like it as much as I do. I look forward to doing a couple more after I get some other stuff done.

7 Likes

Duimon do you know if possible use Animated PNG (APNG) for Background? I tried add a Glowing Power LED but dont work =/

Another doubt is possibility to aggregate this type of resource to the reshade for example? In case for old PC games working with “Windows” DirectX API.

1 Like

I believe the answer is no on both counts.(Retroarch does not support animated GIFs or PNGs.) I have had some luck using reshade to do overlays and it is pretty clumsy even doing that simple part.

4 Likes

Here’s a pretty raw WIP. :crazy_face:

There is a TON of work left to do but I wanted to show a bit of good faith progress. :grin:

9 Likes