i tried the advaced gce vectrex set not all but about 4 or 5 and all did the same error
Yes but you can keep the Retroarch-new or whatever you like. It’s just shaders/Mega-Mezel_Community/Duimon...
that is important
Actually you could change the Mega_Bezel_Community folder name and/or the Duimon-Mega-Bezel as long as the path depth stays the same and the Community folder is in the root shaders folder.
Well sadly no preset works still
Yeah I’m kind of stumped. You could try setting your RA Video driver to Vulkan. As long as you have the RA “Core>>>Allow Cores to Switch the Video Driver” set to on it makes no difference…
Let’s get another log and you can add you can select the log contents and press the “formatted text” button or add ` a backtick before and after the text to make it legible.
[WARN] [Shaders]: Could not read shader preset in #reference line: "A:\Steam Games\Steam\steamapps\common\RetroArch\shaders\shaders_slang\bezel\Mega_Bezel\Presets\Base_CRT_Presets\MBZ__3__STD__GDV.slangp".
[ERROR] [GLCore]: Failed to create preset: "A:\Steam Games\Steam\steamapps\common\RetroArch\shaders\Mega_Bezel_Community\Duimon-Mega-Bezel\Presets\Standard\Nintendo_N64\N64-[STD]-[Guest]-[Bezel]-[Night].slangp".
[ERROR] [GLCore]: Failed to create filter chain: "A:\Steam Games\Steam\steamapps\common\RetroArch\shaders\Mega_Bezel_Community\Duimon-Mega-Bezel\Presets\Standard\Nintendo_N64\N64-[STD]-[Guest]-[Bezel]-[Night].slangp". Falling back to stock.
[INFO] [slang]: Building pass #0 (N/A)
[INFO] [GLCore]: Not using frame history.
[INFO] [GLCore]: Not using framebuffer feedback.
Hmmm. Do you have the Mega Bezel installed still?
You had the Mega Bezel path correct in your last log. Maybe you moved it with my presets?
Ah it did, I messed it up moving this preset!
It works now, thanks so much, and sorry for bothering you!
YAY! Make sure to play around with the CRT shader settings to make it your own. You can save a core, content directory, or a game preset when you like it.
Most of all have fun. And be sure to try a “Night” preset with the lights out in your room.
i guess its the AMD gl drivers, everyone knows they aren’t very good, my guess is it can’t handle the advanced set but the standard ones work, that’ll do for me. Look forward to getting the corrected orientation ones when you’ve done them Thanks for all the help and again thanks for the awesome work you’ve done with these
He just posted them to Github earlier, at least ones that will look the right way up in RetroArch.
A couple things I’m seeing here. Firstly you shouldn’t use A: and B: for drives letters in Windows as those drive letters are reserved for Floppy drives.
Secondly, that path is very long and Windows has a limit on the number of characters that can be in a path. With shader presets referencing and linking to one another each one contributes to this character limit. So it might simply be a case where your path is too long.
Try stand alone RetroArch which can happen to have a shorter path and see if you’re still having the same issue.
There really isn’t and advantage with the vectrex to using the ADV anyway. The preset is set up to have no mask or scanlines and none of the other ADV features have much to offer the vecx core.
You could try to use software rendering instaed of hardware but then you would have to flip the viewport and the screen decal would now be upside down and backwards.
@HyperspaceMadness In software mode using the normal graphic (Not the new upside down ones.) when I flip the viewport vertically the gel flips both vertically and horizontally.
One second…
Yeah it must be a bug in the shader. Software or hardware rendered cores both flip the gel horizontally as the viewport is flipped vertically.
Problem was solved. It was an installation error. My presets were in the Community_CRT_Variations folder not the root shader folder.
@HyperspaceMadness I don’t know what is up with the gel being upside down. If I run an N64 RDP renderer that requires a flipped veiwport, and load the Vectrex preset… the gel is also upside down and backwards. I think it may be a new RA “undocumented feature”.
hey all, I have just tried the 3DS sets and it’s the same deal, Advanced fails to load and Standard works fine. I bet my life that these work fine on Nvidia GPU.
Its also on glcore so its got to be the bad AMD openGL driver thing.
really thankful you have given all the sets variations
When I get a minute I am going to pull my GTX 1050 out of my Ryzen 5600 box and try the APU. It would be nice to have a second test example.
Mt test was inconclusive. Using my Ryzen… Radeon APU (Vega 11 7 cores) I was able to run both the STD and ADV Vectrex presets.
Your RX 6900 XT should blow the Vega out of the water. In fact it out performs a GTX 2080 TI on both Vulkan and DirectX12. Though loses handily with OpenGL.
I know of no reason the OpenGL driver for the 6900 XT would be worse than the Vega 11 but I am no expert on the specifics.
Are you using a fresh install of RA? There is a chance that a stray config file is causing issues.
If you have the patience I suggest installing a temp new install of RA and both the Mega Bezel and my package. Just to rule out some possibilities.
This is a completely new install of RA and yours and the HSM are the only additions to the shader folder, I have read many times how the 6900XT drivers aren’t that great (after i bought it) on open gl, i’ve had a few things not work for me that did work before on my old Vega 56 AMD GPU, but i’ve also had stuff not work on that that does work on this new GPU. I’m pretty sure its the GL driver that’s causing the issue not really sure how to prove it tho.