Yeah. That is due to not updating the repo before creating the release. The newest update should look correct.
I think I may have made the same mistake more than once.
Yeah. That is due to not updating the repo before creating the release. The newest update should look correct.
I think I may have made the same mistake more than once.
hi, in this image i changed the shader to be without scanline, but if you look at original img it’s brighter. i want to change parameter to have image looks like original but not as sharp as it is. i want to keep pixel smoothing filter.
which parameters i most change?I think you need to disable the mask. The parameter to choose mask type is near the end of the parameters list.
thanks, but mask was on None (-1) somehow i managed to make color like original using brightness parameters. but can you tell me how can i disable the darkness around the image? (center is ok)
Check if screen vignette parameter is on and disable it.
Also… is it your intention to use the shader and overlays at the same time? If so you can use the base Mega Bezel presets instead of mine. (You don’t need the graphic.)
i solved it.
#reference ":/shaders/Mega_Bezel_Packs/Duimon-Mega-Bezel/Presets/Advanced/SEGA_Genesis/Genesis-[ADV]-[Guest]-[Bezel].slangp"
HSM_CURVATURE_MODE = "0.000000"
HSM_SCREEN_VIGNETTE_ON = "0.000000"
glow = "0.000000"
bloom = "0.000001"
brightboost1 = "0.825000"
scanline1 = "-6.000000"
scanline2 = "9.000000"
beam_min = "1.600000"
beam_size = "0.000000"
scans = "0.000000"
scan_falloff = "1.000001"
scangamma = "3.000000"
h_sharp = "12.999992"
s_sharp = "1.000000"
shadowMask = "-1.000000"
maskstr = "0.550000"
mcut = "0.000000"
mask_zoom = "-5.000000"
mshift = "1.000000"
mask_layout = "1.000000"
maskDark = "0.000000"
i just use overlays for some games/platforms not all of them. thank you Duimon.
hey all, not sure if this should be posted here so i will remove if its not ok
with the BigPEmu getting a new d3d12 video plugin, tested and working.
I am trying to get the presets working from the Duimon BigPEmu github. I am still getting failed on all of them as i did before with the opengl video plugin.
Error: Effect pass is missing pixel/vertex shader data for this renderer. Error: The video plugin rejected the screen effect, probably due to a hardware incompatibility. If this is a hardware-based video plugin and you have adequate hardware, updating your graphics drivers may help. Notify: [00:00:18] Failed to set the selected screen effect. It may be incompatible with your hardware or video plugin. You can enable logging and check the log for more details.
with the opengl video plugin i got nothing working before but with the d3d12 video plugin, some of the screeneffects that come supplied with the emu do work but only a few.
is there any way the duimon ones could work bearing in mind i have an AMD RX 6900 XT gpu thanks for any help you guys can give
I don’t know if his conversion did anything to improve DirectX compatibility, but I doubt it.
Currently the Mega Bezel doesn’t support DX12 and DX11 support is limited and takes forever to load.
There may be some tricks in the future for compatibility but I can’t guarantee it or give any kind of ETA.
Overall, your best bet is to try older video drivers until you find one that works in opengl.
ok thanks for your reply, my question was more in hope than anything else but thanks again for your time and as always, thanks for the work you put in on this stuff, it is awesome
Apologies if this is discussed elsewhere. I seem to be having an issue where a small portion of my games default to the console artwork even though there is a game specific bezel available from The Bezel Project. The difference is in the file name… all the games that don’t load game specific artwork have (Rev 1) at the end of the file name while the TBP files do not.
I have ran all my games through Romcenter which is using a No-Intro database pulled from Dat-O-Matic so I’m pretty sure the file names are accurate. It’s odd because when I turn on the standard overlay function in Retroarch the correct artwork displays on top of the Megabeze artwork.
I’m not really sure what to look at or how to fix this, other than manually renaming the megabezel files witch I would like to avoid. I feel like there should be a solution given the artwork displays correctly using the overlay function in Retroarch. Any help would be greatly appreciated.
They are probably forcing it in the individual overlay CFG.
Make a copy of the overlay for the offending game (I am assuming they use the same as for the non revision) and add (Rev 1) to the name of the copy.
Then it shouldn’t be too much work.
HA! “Small portion” is a relative statement. At least your console overlays look good… Thanks for the hard work!
I did have a look at the Mega Bezel configuration file and didn’t see anything out of the ordinary that would override the file name.
File names are clearly different. This is something that I should probably take up with those developers. It’s just odd to me that their file names mimic the game file names in every way except in cases where there is a revision number at the end (at least in my collection).
That is not the Mega Bezel configuration file, it is the overlay configuration file. The Mega Bezel preset uses a %GAME% wildcard that selects the graphic that has the same name as the rom. Since it doesn’t exist it defaults to the “%GAME%.png” graphic.
They are probably doing it to cut down on the number of images in the collection, which is a good reason. I doubt you will have any luck convincing them otherwise.
If it’s too much work renaming just the individual graphics, just make a copy of all the graphics and add (Rev 1) to them. You will have twice as many image files, and most will be ignored, but it will work.
IMO, since it only has to be done once. I would just take the time to copy and rename the individual files.
In emulation, as in life, you get out what you put in.
I’m pretty new to shaders and still haven’t gotten into any sorts of custom adjustments, let alone creating hybrids and stuff, so I apologize if my question is silly
I enjoy this shader depicted on both screenshots, but one of the screens always ends up having lower res scale / intense scanlines
Found out the best scale for top and bottom screens (Top x3 and bottom x2 from native), but I have no idea how to set them both up separately, nor if I can reduce those scanlines on bottom screen on 2nd screenshot, while keeping x3 resolution as shown on 1st screenshot in top screen?
There is no way to have different internal scale on each screen. The core displays both at the same time and we just chop the screen up and organize it.
I’m not even sure it would be possible, even if the core devs wanted to.
You’ll just have to find a good compromise. Either 2x on both, no scanlines at all, or live with the first shot. It all depends on your priorities.
What about reducing scanlines on the bottom screen? Is it possible to tweak?
Nope. You could try using a local override by manually editing the preset file. It might look better using easymode or guest-mini as the base preset.
Read the instructions near the beginning of the file carefully.
That’s sad :c
Also, I found strange bug with vertical preset For some reason there are pretty big yellowish parts on both screens (On lower one it’s a vertical line in the center of the screen). It persists no matter what scale I’m choosing, nor changing texture filter type
That is not a bug. It is a side effect of not using integer scale.
My guess is that you are using increased internal resolution scale.
While this is possible, I don’t do it, and I don’t recommend it. It can cause issues like this in any and all screen shaders.
The solution is to NOT use scanlines or a mask… or if you are using the LCD-GRID, to use the pass-through base preset.