I think that might be overkill for my Atari 2600 emulation 
Seriously though, that’s a nice bit of kit. Has it got active cooling? How quiet is it?
I think that might be overkill for my Atari 2600 emulation 
Seriously though, that’s a nice bit of kit. Has it got active cooling? How quiet is it?
Quick update, seems iOS doesn’t like the preceding / in the path. I changed it to
#reference "params/batocera_nocurve.params"
and this now works as expected 
Also, if you could point me towards where I should be looking for LCD max Y scale settings that would be appreciated. Had a quick look for viewport settings but just ended up getting lost as to where I might do that on a global scall similar to the BEZEL preset 
I did not impliment global methods for LCD presets. Things would get really wonky for systems with really low resolutions, like the arduino etc.
Same thing for PVM and monitor presets.
I’ll do some testing and if that works for Windows and Linux, I’ll eliminate the leading forward slash on all paths that use it with my next update.
Looking at it, I think it should really be…
#reference "./params/batocera_nocurve.params"
…we’ll see.
Hey @Duimon
I might be stupid, but I just cannot find this new repo with presets for ShaderGlass. Could you kindly provide a link, please =).
I just decided to pop in and check if there’s anything new and I just saw the video posted by HyperspaceMadness and saw some of the v2 stuff coming soon.
Incredible stuff, and here I was thinking you were slowing down. Can’t wait to see what you guys have coming next!
I haven’t done anything with it yet. RL takes priority.
I’ll post when it is live.
We have slowed down. 
For three years we gave this project priority over most other things. Since we both went version 1.0 things have changed, but work is still being done. 
Hey @Duimon,
I found this WIP Azahar core.
This is great, because that would mean I can use Azahar with your shaders and won’t have to rely on ShaderGlass, which (if you remember) doesn’t work correctly with your 3DS shaders.
However, when trying to load one of your 3DS shaders with this core, RetroArch crashes.
Do you know if this is just because the core doesn’t work properly, yet, or could it be related to a different issue? I never had RetroArch crash on me for trying to load a shader before.
Thank you!
Without a log I couldn’t even make a guess.
But if you can run this core, what’s stopping you from running Citra?
I use my real 3DS nand with Azahar, so I can play online and access all of my legally purchased games. That is not possible with Citra.
Also Citra doesn’t have Vulkan.
I will provide a log asap.
I did not face this issue with either glcore nor vulkan (it could be related to this in some way).
However, there’s another solvable issue that I faced, it seems all 3DS presets are defaulting to HSM_FLIP_VIEWPORT_VERTICAL = "1.000000" regardless of the video driver, and since Azahar core can work with vulkan, there’s no flipping issue to begin with, and this setting is giving the opposite result by flipping a perfectly fine image.
There are 3 steps to solve this properly while keeping the relevant glcore fix in place.
Firstly, remove the flip parameters from Duimon’s 3DS scale params:
Secondly, remove the 3DS flip parameters from Mega Bezel folder (@HyperspaceMadness):
Thirdly, go to: "RetroArch\shaders\shaders_slang\bezel\Mega_Bezel\resource\param_values\core-defaults\video-driver_core\"
Create an empty file and name it “glcore_Azahar.params”. Then open this file with a text editor and add the the following:
#reference "../../viewport-flip/verticalflipped.params"
Duplicate this file for other 3DS cores too if they don’t have a fix already:
glcore_Citra.params
glcore_Citra2018.params
Hi,
I’m using your bezels for all handhelds - all look ace! On the (original) GameBoy bezel / shader there seems to be applied a sort of ‘streak’ across the screen which seems to be a way of implementing a form of screen glare.
Is there any way in the parameters to remove this so the screen was basically just ‘green’ with LCD and slight blur (ie just remove the streak / glare)? I can upload a photo later if that helps?
Thank you
There should be no need to remove anything from the Mega Bezel, and If there is a flip parameter in my preset it is a bug that should have been removed when HSM added his wildcard method. I’ll take a look, and add the new core to my planned Mega Bezel hotfix.
Also, don’t be too quick to assume that every hit you get in your search is a bug. For example, if a hardware accelerated core is using glcore as a driver, it will flip even when it shouldn’t, and the Lynx core is wonky about when it flips or rotates.
Or they may be bugs, we’ll have to dig in and look.
That is a background from the DMG shader that I borrowed. My intention wasn’t for the result to look like a Gameboy, but to try and look as much like the DMG shader as I could.
Another image could be referenced to get rid of it, but it would have to be a similar color. ( Maybe an intense gaussian blur on a copy of the existing image?)
That’s what I thought at first, but if you try to load one one of the presets in my screenshot (from Mega Bezel folder), you’ll get unnecessary flipping with vulkan driver. They seem like residual params from before wildcards, and only a handful of presets have them.
After looking at bit closer, I would have to agree. Looks like HSM and I both missed a couple of baked in flipping parameters.
I will talk to him and probably include fixes for his presets along with the additional wildcard entries I have planned.
Well to me this is the most authentic GameBoy dot matrix shader. Nothing beats It imo. At least in terms of authenticy. It legit looks like a real GameBoy screen. You can even add the blur if you like. There’s obviously other filters out there that may improve the visuals, but I always seek authenticity first.
This awesome filter was made by @Tatsuya79
That’s the one that comes bundled with RetroArch, right? The one in the handheld --> console-border folder?
I gotta agree that his DMG preset really is the best looking. Been using it for years. It’s basically the only non-HSM shader that I use.
@Duimon Wouldn’t you be interested in using this shader as your base for your Game Boy preset?