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

On the PSP shader, what is the parameter to remove the vertical yellow streaks in the screen, please? They look quite authentic, but I think I would like to remove that element for my personal use. Thanks for the help.

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Can I see a screenshot? I’m not sure what you are referring to.

@Drybonz

The PSP preset is using a CRT shader instead of an LCD. You can turn the internal resolution up in the core and the scanlines will get really small, or…

…turn the scanlines and mask off by adding these lines of text to the end of a game, core, or content directory preset.

HSM_INTERLACE_TRIGGER_RES = "100.000000"
HSM_FAKE_SCANLINE_MODE = "1.000000"
shadowMask = "-1.000000"
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Sorry… that was probably a bad description on my part. I want to eliminate the vertical lighting effects and just have the grid.

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The only thing I can come up with, without getting rid of the scanlines out right, is

[Core Res Sampling]
    Scanline Dir Multiplier: 200
    Opposite Dir Multiplier: 200

What you are seeing is moire, and unintentional.

I am not seeing it on my display at 4K or 1080.

What @hgoda90 suggested is essentially the same as turning up the internal resolution.

What I am noticing is that the screen is larger and more of the console is off screen. Have you adjusted the non-integer scale?

I can’t guarantee how this will affect moire. (I am using fake integer scaling.) In this case I would turn off scanlines and masks like I suggested.

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@Drybonz’ screenshot is 1440p. So depending on what resolution the graphics, CRT effect and scaling settings were optimized for, those same settings may not work optimally at other resolutions, especially 1440p. So the scale and CRT Mask setting might need to be adjusted to something more appropriate for 1440p.

For example, you can use Mask 10, size 1. Then the Non-Integer Scale might need to be refactored for 1440p. You can temporarily switch integer scale mode to 1 then adjust the integer scale offset until you get a scale percentage that eliminates the moire pattern, then switch back to non-integer scale and try to match the integer scale percentage.

Lastly, instead of increasing the number of scanlines, you can increase the scanline gamma which would lighten the scanlines a bit which can help to get rid of that last bit of moire.

The concept of a one size fits all when it comes to these things and different resolutions still needs a bit of work to get right. It’s not a matter of simply adjusting the mask size at different resolutions, the mask types should also be automatically adjusted or have an auto setting which would switch to an optimal mask for the different resolutions while maintaining a similar TVL.

The scale might also be able to automatically adjusted when using integer scale or fake integer because it doesn’t seem to remain constant across all resolutions.

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The reason this might get rid of the issue is that when you increase the scanline multiplier it goes over the interlacing threshold limit which turns off scanlines.

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I think @Drybonz is using the PSP_DREZ shader preset, which uses MBZ__3__STD__LCD-GRID__DREZ-PSP-480x272.slangp, and has Viewport Zoom set to 110.

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Thanks for all the replies, everyone. My monitor is, in fact, 1440. The specific shader I’m using is the PSP-[DREZ]-[Native]-[ADV]-[Guest]. I’m going to read through these suggestions and see if I can tweak out the moire lines. If anyone else has other suggestions, let me know. Thanks!

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This shader is only intended for use with increased internal resolution.

Try the non DREZ version. There is no good reason to use the DREZ if you aren’t increasing the internal core resolution.

I’ll have to give the DREZ a spin at 1080 and see what I see.

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@Drybonz

Try this preset.

#reference ":/shaders/Mega_Bezel_Community/Duimon-Mega-Bezel/Presets/Advanced/SONY_PSP_DREZ/PSP-[DREZ]-[Native]-[ADV]-[Guest].slangp"
HSM_NON_INTEGER_SCALE = "75.370117"
HSM_DEVICE_FOLLOW_LAYER = "1.000000"
HSM_DEVICE_SCALE = "119.799698"
HSM_DEVICE_POS_Y = "-5.450003"

This is faking integer at 1440.

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Ah… I see. Is that the case for all the DREZ presets?

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I switched to the non-DREZ version and that did the trick. Looks great and no moire.

Before that, though, I did try the preset you pasted, above… it looked better on the DREZ, but instead of many small lines of moire, there were maybe two wide ones.

However, the non-DREZ version has solved this for me. Thanks, everyone, for the help. On a side note, thanks for all these many shaders to play with. This has really been a nice boost for my love of emulation and gaming nostalgia.

edit Looking at this now, I remember why I had used the DREZ. The non-DREZ version was lines and the DREZ looked like a grid.

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Yes. From the second post in the forum…

Glad you got it working.

On a related note, it seems I don’t have the PSP set up to scale with the screen. I can’t remember if I did this to discourage scaling or if it was just a lapse in my preset creation.

Since the regular is now using Guest I may need to rethink this, as there is no longer a reason to discourage scaling.

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You can get a convincing grid using the Easymode CRT base preset. Try this.

#reference ":/shaders/shaders_slang/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__1__ADV__EASYMODE.slangp"
HSM_ASPECT_RATIO_MODE = "4.000000"
HSM_NON_INTEGER_SCALE = "69.170212"
HSM_SCREEN_POSITION_Y = "36.000000"
HSM_CURVATURE_MODE = "0.000000"
HSM_BZL_WIDTH = "75.000000"
HSM_BZL_HEIGHT = "75.000000"
HSM_BZL_NOISE = "10.000000"
HSM_BZL_HIGHLIGHT = "0.000000"
HSM_FRM_OPACITY = "0.000000"
HSM_FRM_INNER_EDGE_THICKNESS = "0.000000"
HSM_BG_SCALE_KEEP_ASPECT = "0.000000"
HSM_BG_FILL_MODE = "1.000000"
HSM_BG_MIRROR_WRAP = "0.000000"
HSM_LED_OPACITY = "0.000000"
HSM_DEVICE_FOLLOW_LAYER = "0.000000"
ESM_SCANLINE_STRENGTH_MIN = "0.300000"
ESM_SCANLINE_STRENGTH_MAX = "0.250000"
ESM_MASK_TYPE = "1.000000"
ESM_MASK_SIZE = "2.000000"
ESM_MASK_STRENGTH_MIN = "0.300000"
IntroImage = ":/shaders/Mega_Bezel_Community/Duimon-Mega-Bezel/Graphics/_Backgrounds/Duimon_OSD.png"
BackgroundImage = ":/shaders/Mega_Bezel_Community/Duimon-Mega-Bezel/Graphics/SONY_PSP/Canvas_Background.jpg"
DeviceImage = ":/shaders/Mega_Bezel_Community/Duimon-Mega-Bezel/Graphics/SONY_PSP/PSP_Wide.png"
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Duimon, I am not sure if it is relevant to your project and maybe I am completely out of the line but I would like to bring to your attention, if you don’t know about it already, the work of Floatinyeti on the Hyperspin forum. He is proposing a lot (around 70 !) of full setups, mainly using retroarch, covering many “exotic” computers or consoles and bringing them to light. He has also posted a few tutorials like this one to help people understand the intricaties of Retroarch : https://hyperspin-fe.com/forums/topic/43353-ongoing-retroarchmame-software-list-project/?tab=comments#comment-331095

Your work on the Coleco Adam is amazing. Everything coleco is dear to my heart and brings a lot memories from my childhood !

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It is very relevant! Right away I see some systems that will have to be added to my MAME list.

I will need to do a bit of research though since it appears there are a lot of clones in his list…

Rowtron Television Computer System = Interton VC 4000

Soundic Victory = RCA Studio II.

Most of the info in his tutorials can be found in the Software list XML files but there are a few helpful hints. He also doesn’t get into systems that require autoboot switches or scripts, or illustrate adding needed peripherals or memory to SL systems.

Still… a great resource that I will make use of.

Thank you!


Just so everyone knows… anything I add to the list will be done after I spend the time on the Batocera decorations.

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You are right about that and he was clear about it. I think it’s nice to have those clones available however. You know for sure that the Magnavox Odyssey II was called the Philips Videopac in Europe. I had one and that’s the way I remember it. It was quite recurrent in the 70’s to import US consoles in Europe under a new brand and name.

I am planning to install a Batocera build in my Steam Deck, I can’t wait to see your work !

I get that, but a clone is not the same thing as a European version of a console. (The Super Famicom is not a clone of the SNES)

In any case, my point was not to devalue his work, but to say that since I am doing the Interton VC 4000 etc. it is unlikely I will do a graphic for the clones.

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