@Duimon I just realized that even if I could piece all of those overlays together to make just one, it wouldn’t have mattered anyway because there’s no clear image in the center of the cab. When I load a game, it doesn’t show the game video at all on the screen. It’s completely black. The black center just goes over my game video and I can’t see the game screen video at all. So yeah, I’ll definitely need to be able to use a Mega Bezel preset. Also, I was thinking about getting the new Retroid 4+. I haven’t looked at the specs, but from what I’ve heard, it can handle way more than the 3+ that I’m currently using.
The idea is to run the Mega Bezel preset, take a screenshot, and use built in features to produce a mask (Also acquired via screenshot.) that can be used in an image editor.
The method requires a PC that can run the Mega Bezel.
Once I have the guide written I can create a tilted version of my MAME, FB-Neo, and Arcade overlays to eliminate that step. I may put them in a “_CRT_Royale” folder to avoid confusion.
As far as low powered devices go. . . that is the main reason I create standard overlay versions of my work. I use them myself on my Pi4, and ODROID etc. devices.
Batocera Linux also uses derivations of my overlays. (With a thinner bezel and larger screen area.)
I would love that! This particular MAME cab tilt overlay is the best one I’ve come across after all of the browsing I’ve done. Only to not be able to use it unfortunately. I love how realistic it looks…which is why I prefer the tilt. And I like the way the “MAME” logo glows on each side. It is absolutely perfect with the control panel at the bottom and speakers at the top. This is my first time seeing one like that with all of those components all in one.
Thank you.
BTW the Mali-G77 MP9 in the Retroid 4 Pro can do 0.25 - 1.9 TFLOPS depending. Nowhere near the 3.7 TFLOPS my new toy has, but not too shabby. As far as the Mega Bezel goes, the small 4.7" screen would be a concern, as would the 750 x 1334 resolution.
I would stick to overlays myself.
Thanks. I’ll just wait for your guide for the overlays.
I just came back to let you know that I figured out how to combine the overlays to make just one overlay. Someone mentioned this website https://overlay.imageonline.co/
I used that website to add the control panel to the cab, which created one combined overlay. Then I used GIMP to create a tilted “cutout” for the video screen.
Here’s the result:
And here’s how it looks with the Killer Instinct arcade game loaded in it:
It’s not perfect as yours, but I think I did pretty well, being this is my first time ever trying this. What do you think?
I got this particular CRT that I used for the example from the “koko-aiko”? (can’t remember the exact name) RetroArch CRT shaders. I didn’t go through all of them, but do you have any suggestions on a CRT or bezel that I can use that would look better and more like a natural arcade cab screen?
I think that will do for the time being. Well done!
I will see if I can find some spare time this weekend.
Okay. Thanks a lot!!
Hey all!
Can someone explain how to use the DREZ presets? Specifically, the optimal internal resolution for PlayStation and Saturn, and any other settings that may be necessary.
-thanks!
From the second post in this thread.
DREZ Presets
DREZ presets downsample extremely high resolution output to a resolution set in the base shader.
This allows the user to run the Mega Bezel with internal resolution scale at higher levels, while staying within the limits of the contemporary GPU memory buffer.
It also gives much better performance, while reducing jagged polygonal edges through downsampling.
The presets are not a replacement for built in downsampling, which is preferred, but an implementation for cores that lack this feature.
There are various presets, the intention varies with the final resolution:
- 1080p = higher scale without the concern for visible masks or scanlines. Ideally you would scale the internal resolution to approximately 1080.
- 480p = for native resolution on later generation consoles.
- 240p = for native resolution on earlier consoles, or when personal preference is for distinct scanlines and masks.
- HD = high resolution on LCD screen consoles. (Guest base preset.)
- Native = native resolution on LCD consoles.
You should be able to use a standard CRT console core with the ADV preset, at max internal scale.
The HD screen presets are limited to the STD set since the increased resolution on smaller screens makes ADV features irrelevant.
There are no Lite presets since if you have a system beefy enough to run the Mega Bezel, with hardware rendered cores, at increased internal resolution, you obviously don’t need Lite presets.
There are also no Potato presets for the same reason.
The DREZ presets can be found in their own folders…
- Nintendo_3DS_DREZ
- Nintendo_Gamecube_DREZ
- Nintendo_N64_DREZ
- Nintendo_NDS_DREZ
- Nintendo_Wii_DREZ
- SEGA_Dreamcast_DREZ
- SEGA_Saturn_DREZ
- SONY_Playstation_2_DREZ
- SONY_Playstation_DREZ
- SONY_PSone_DREZ
- SONY_PSP_DREZ
The 480p and 240p DREZ presets are for higher internal resolution (Although I don’t think scaling past ~1000 vertical pixels makes any sense.) when you want native looking scanlines with some addition smoothing from the internal scaling.
For most users who increase internal resolution, the end goal is a more modern looking game. In this case use the 1080p DREZ with ~1080 vertical res.
Beetle PSX HW at 4x internal resolution, using an ADV DREZ 1080p preset.
Make sure to use “Nearest” or “Bilinear” internal core filtering. (Not xBR etc.)
Why the NDS preset doesn’t have color correction? NDS core doesn’t have color correction itself, color correction needs to be done in shader.
I’m seriously shocked about the quality of these bezels. Thank you for this!
I’m using the Potato version on Steam Deck, night shaders for NES and N64 displaying their daytime counterparts. For example NES-[POTATO]-[Guest-Mini]-[Bezel]-[Night].slangp, even though the shader folder contains their corresponding graphic asset. An other problem is, that every version of [Custom-Bezel_002].slangp fails to load.
Is it a problem on my end or some kind of bug?
It is a bug.
I recently found these and some other errors in the potato presets. It is fixed on my end and you can expect an update very soon.
Great, thank you! You are doing magic here
Guys, I apologize in advance… I somehow deleted my MAME.slangp and I can’t find the commands to direct to my two .param files for horizontal and vertical games. Can someone please let me know what commands I need in my MAME.slangp to reconstruct my setup? I appreciate the help. Thanks.
edit Please disregard… I had the file backed up on another disk. #reference “:/shaders/Mega_Bezel_Packs/Drybonz/presets/MAME$CORE-ASPECT-ORIENT$.params”
Duimon - Thank you for these beautiful realistic hardcore shaders, you are really rockstar of these years. it has bring new life to emulations without the need of CRT occupying more space. Specially night shaders I love them so much. I want to ask if your shaders can be applied via rocketlauncher or only via Retroarch? I have been doing it via Retroarch only, but I am having a small problem for systems which use same core like example gb and gbc , pc engine , Save preset as per game directory wont save anything if games are launched via Rocketlauncher. In this case I can only save shader presets as per core. So here is the problem gb and gbc both will launch same shader . Same issue with others too which use same core unless I can save preset as per directory. Without run games via Rocketlauncher it saves via the directory, I am sure RL is causing this. Do you have any advice how should I do to fix this?
I don’t know of any reason why RL would prevent RA from knowing which folder the ROM is in.
The first thing I would do is see if you can find an updated RL module.
You can also try to change the variable you use in RL.
If a “game” preset works. You can save a core preset and create a clone for every rom. (This is easy for me because of tools in my Altap Salamander file manager, but maybe a bit cumbersome for you.)
This is not ideal because of the chance roms share the same name.
Another option is to split your cores via a script you can find using google, but you would have to edit your RL module to point to the new cores.
A couple of questions I have though.
RL is an intermediate layer. Which front-end are you using?
Unless you absolutely need the pause screen or fades, why not bypass RL for roms you use RA for?
On my HTPC, I only use RL for standalone emulators, and then only because it can use bezels. I also use it when I need fades and/or pause screens.
Thank you for your reply I am using Hyperspin w/rlauncher I did tried the script posted by ifan and changed according to core. Core can duplicate but info file I don’t see any duplicate not sure why.
I have pointed the new core inside RL /RA module. But not launching the game at all.
I got gambatte split cores which was posted somewhere for gb/gbc and it works perfectly via RL. So not sure why the split core above not working. Maybe something to do with info?
Here is the script I used of ilfan.
ff echo RETROARCH CORE SPLITTER - mednafen_swan
echo.
REM Batch created by lfan: https://forums.libretro.com/u/lfan REM Gsar website: http://gnuwin32.sourceforge.net/packages/gsar.htm
REM Setting the paths SET “GSAR_EXE=…\cores\gsar.exe” SET “RETROCOREFOLDER=…\cores” SET “RETROINFOFOLDER=…\info”
REM Replace | Original internal name | New internal name | Original file | New file echo CORES echo. %GSAR_EXE% -s"mednafen_wswan" -r"mednafen_wswan-cc" “%RETROCOREFOLDER%\mednafen_wswan_libretro.dll” -f “%RETROCOREFOLDER%\mednafen_wswan-cc_libretro.dll” %GSAR_EXE% -s"mednafen_wswan_libretro_" -r"mednafen_wswan-cc_libretro_" -o “%RETROCOREFOLDER%\mednafen_wswan-cc_libretro.dll” “%RETROCOREFOLDER%\mednafen_wswan-cc_libretro.dll” echo. echo [Bandai Wonderswan] mednafen_wswan_libretro.dll echo [Bandai Wonderswan Color] mednafen_wswan-cc_libretro.dll echo. echo INFO echo. %GSAR_EXE% -s"mednafen_wswan" -r"mednafen_wswan-cc" “%RETROINFOFOLDER%\mednafen_wswan_libretro.info” -f “%RETROINFOFOLDER%\mednafen_wswan-cc_libretro.info” echo. echo [Bandai Wonderswan] mednafen_wswan_libretro.info echo [Bandai Wonderswan Color] mednafen_wswan-cc_libretro.info echo. echo Done! echo. pause
Is this what you are trying to rename to inside the dll?
This script is actually just Hex editing the dll, so to remain functional you need to use the same number of characters. e.g. mednafen_ws-cc (Or something else the same character length.)
I tried the new core, but it is loading same shader for both , seems not working or I am missing something no t done properly