Yes it does. I chose the X1 Twin because it showed more in the viewport.
But the C1 I can do!
Possibly the 14G-SF1 also.
Yes it does. I chose the X1 Twin because it showed more in the viewport.
But the C1 I can do!
Possibly the 14G-SF1 also.
I really like the vertical style of your PC-9801, so in the past I was thinking of drawing an X1G or X1turbo model 10 on the left, model 30 on the right, and a C1 style CRT in the middle.
Hey guys, I’m a noob and I have a question about shaders.
I was getting really frustrated with how grimy and artifact-y PS1 games looked. In Duimon’s shader settings I tried lots of settings - but that only fixed things a little.
It was only when I went into the core settings and activated the “ssaa” or “msaa” options did it make the games look so amazing.
That got me thinking about applying this kind of “ssaa/msaa” in other cores…but I noticed most other cores don’t have such options.
So my question is that if my core or Duimon shader settings don’t have ssaa/msaa…is there another way to implement that effect on games? Or maybe you guys have other methods of making games look good? Please share and increase my knowledge!
I did extensive testing on this one for a few months. If you want to play on the PS1, the best settings I’ve found are:
Swanstation is a pretty good core, and Beatle HW.
Increasing the internal resolution higher than 1x usually messes up the shaders as they’re adjusted for the original consoles resolution.
Sometimes, increasing the Anti-Aliasing also creates some artifacts, like the codec in Metal Gear Solid, and some texts as well, but it’s not major as the gains far outweigh the cons.
I think the default internal resolution (1x) and the default shader settings look very much like the real thing.
If you are using Beetle PSX HW, try increasing the internal resolution to 2x.
You can also try the 1080 DREZ preset and 8x internal resolution if you want things very tight.
If you go this route and want scanlines, try adjusting the Opposite Direction Multiplier parameter.
Or use integer scaled fake scanlines.
I have added the Sharp C1 (Famicom Alternate), and Sharp 14G-SF1 (Super Famicom Alternate) to my list of future systems.
Hi @Duimon, I have another small problem. I think being the artist, your eyes should be able to identify the cause of my issue…
I’ve just been experimenting with combining existing shaders with your bezels. It’s really fun and produces very cool effects. However, one particular combination is producing a weird effect I can’t get rid of…
I applied the following shader with slight modifications to its shader parameters: shaders_slang/denoisers/crt-fast-bilateral-super-xbr.slangp
Then I used the RetroArch shader “append” option to add your bezels to it:
\shaders\Mega_Bezel_Packs\Duimon-Mega-Bezel\Presets\Advanced\SONY_Playstation\Playstation_Alt-[ADV]-[Guest]-[Custom-Bezel_002]-[Night].slangp
In this particular combination, I’m noticing these weird ringing lines all around the screen (the rounded rings present everywhere in the white part of the screen):
To be sure, that kind of ringing isn’t visible in the first shader:
It only appears after I apply the bezel preset. Also, I did a bunch of “combo” experiments before this and never saw that effect appear after applying the bezel over an existing shader.
I’ve gone into the “Shader Parameters” for the PS1 Duimon Bezel and tinkered with the various scanline settings. Unfortunately, they have no effect on that ringing effect.
I was hoping you could identify which of the bezel preset settings could control that effect?
The short answer to this question is that it can’t work properly like that no matter what parameters you change.
When you just load one of Duimon’s presets a crt the image coming from the core has a crt shader applied as it is scaled down to a smaller size on the screen.
When you add a new crt shader before the entire chain this full viewport image complete with a phosphor mask is now scaled down and another crt shader is applied on top of the first one.
Scaling down a the output of crt shader will almost always cause artifacts, and adding one crt shader on top of another is almost certainly going to cause artifacts.
The other thing to keep in mind is that because when you used the append feature you created a Full Preset instead of a Simple Preset, this means when the Mega Bezel gets updated later your preset will likely fail to load.
The short of this is that other than just experimenting, you should not use prepend or append preset with Mega Bezel presets to maintain future compatibility.
You can read more about presets here: https://docs.libretro.com/guides/shaders/
@HyperspaceMadness I’m a noob and greatly appreciate the education. If I could ask you or anyone else knowledgeable…
So in my eye-test experimentation, I’ve noticed that there are many problematic games that don’t look good when I just apply Duimon Mega Bezels. Despite trying every which Duimon settings tweak, they still look awful.
In those cases, I found the only solution was either upping the resolution (2x, 4x, etc.) or using anti-alias settings like “ssaa/msaa” (sometimes a combination of both). But not all cores seem to have the option to change resolution.
That’s initially why I started mixing other shaders with Duimon Mega Bezels. Because I saw somewhere that shaders can up the resolution.
So if you’re saying not to mix such shaders wirth Duimon Mega Bezels…is there another recommended way to up the resolution?
@Duimon mentioned earlier “1080 DREZ preset and 8x internal resolution”. Is that the best solution?
There is FXAA is now included in the ADV preset that you can try turning on.
You can try a DREZ preset to bring the resolution back down and add some antialiasing. Keep in mind you will need a resolution at least as low as 480p to have a crt look with scanlines. If you just want a high res picture and you don’t care about scanlines then you can use the 1080p DREZ like Duimon mentions.
You can also try running at not too high resolution with the SMOOTH-ADV preset to see if you like the smoothing that provides. SMOOTH-ADV is the heaviest preset and adds a 3x resolution increase in the middle of the chain, so you want to make sure you aren’t already using a high internal resolution for it.
Here is a shot of Beetle PSX HW running at native res with the SMOOTH-ADV__GDV
base preset.
I honestly think that any increase in internal res breaks the smoothing, but you can change the CRT mask from the default to a Trintron. Here it is with mask 7.
To change the base preset, open one of my presets and read the instructions in the top SHADER :: CONNECTOR
section. If that isn’t clear enough you can read my Boilerplate_Introduction.md guide.
Yes you really don’t want to use increased internal resolution on a 2D sprite game it will break the ScaleFx edge detection. It’s only useful for 3d games because the polygons will be rendered with more unique pixels.
But if you are using significantly increased internal resolution on a 3D game you may not need the scalefx, and just need some FXAA and Downres
So just for reference, these are the three games that are in my “bad looking game” list for Sony Playstation 1:
To @HyperspaceMadness point, I think two of those games are “3D games”…while “Street Racer” is a more cartoony game.
Like “Street Sk8er 2” is a great example. It especially looks butt-ugly and grimy, no matter what I tinker with in the Duimon shader settings.
But as soon as I up the resolution and/or use “msaa/ssaa” anti-aliasing…it instantly looks great.
Then I tried it on the other two games, and they looked instantly better as well.
As a noob, this is what got me interested in creating a single preset that would just up the resolution - then I could tweak small things with Duimon’s settings.
Anyways, I’m not near my arcade now…but I’m very eager to experiment later with the advice both @HyperspaceMadness and @Duimon have shared! Thanks so much for the guidance!
I would kindly suggest that you use less offensive adjectives. I have all the freedom in the world to make changes to the settings, but I chose not to because I think the default look good. (Although I often change to mask 7 for my gaming.)
The default are the Guest Advance shader defaults. (The Mega Bezel bread and butter CRT shader.) @guest.r obviously thinks they look good as well.
Good luck on your tests. I hope you find something you like.
OH NO, I feel so bad you took it as an insult! I didn’t mean it that way. It doesn’t look bad because of your bezels. The games just look bad by default.
With the Duimon bezel settings (and my noob understanding of them), I was only able to adjust things like softness, colors and sharpness. But in my tweaks, to fix the problems in those games…the results leaned either too soft or too sharp.
That’s why I was happy that upping the resolution and anti-aliasing fixed the bad default look of those games. Which means I don’t have to tweak much in the Duimon bezel settings and can use them in all my games (which I currently do!),
Again, for further clarification, all my posts were in reference to these groups of games that are problematic. I’m a little O.C.D., so when I come across a little problem…I go crazy on it trying to find a solution.
So thanks for your good luck! I am going to test like crazy lol!
Well said. All is forgiven my friend, thanks for clarifying.
Hi @Duimon and @HyperspaceMadness, given that I’m a noob at this, I just realized I’m going to have to ask lots of questions about your suggestions as I experiment. It’s the first time I’m being exposed to these new concepts…
The first suggestion that caught my eye was the “SMOOTH-ADV” one because @HyperspaceMadness mentioned it included a “3x resolution increase”…which is kind of what I was tinkering in my earlier posts.
However, I couldn’t find any “SMOOTH-ADV” preset in Duimon’s folder. Then I did a folder-search and found it in the Mega Bezel folder…which I’ve actually never visited to this day lol!
Okay, now to business…when I loaded that preset, it had a very generic bezel.
My question for tonight is…is there any way I can integrate that with Duimon’s console-specific bezels?
Reason I’m asking is that you guys previously warned me not to use “Append” to combine different shaders.
From my earlier post.
This will change the base preset and apply to every game. If you want to use a different base for each game you can load the SMOOTH-ADV and save a game preset, then open the preset and add a reference line to one of the base *.params file in my “params” folder.
The params folder contains presets that have been stripped of a base reference and can be used as a second reference.
If you need more information on multiple references you can read my “Params_02_Community_Derived_Params.md” guide.
My guides are distributed with my main pack in a “guides” folder. They can be viewed online from GitHub in a web browser, read on my GitHub Pages site, or viewed offline using the viewer I link to in my first post.
Oh cool… I don’t think I knew about this. Does it only work for 3D platforms?
You can use it on anything