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

Fantastic!

I really enjoyed it and intend to use it. And it can have several leds to show, with the right brightness.

But I think the original monitor is much more attractive!

As for the night mode, I still got to test it properly, because my GPU doesn’t support it properly, so I have doubts on how to configure it.

I agree!

There will be some changes to that version but I’m sure it will be to your liking. (It will be more accurate to the real thing, and possibly have a few more LEDs. You can look through my posts on the x68000 to see what I had in mind originally. Although I haven’t quite made up my mind yet. :grin:)

If you can run the shader at all, night mode should be easy. The graphic is built-in, all you have to do is turn the opacity up to 100%. (Or close depending on your taste.)

It can be found under [Static Lighting] in the shader parameters.

@Duimon, About NDS, unfortunately I was unable to make it work the way you instructed.

It worked in another way:

  • I selected the up / bottom screen mode in the core options;
  • Background already rotated in the textures folder.
  • Rotate CRT Tube ON in the shader parameters.

However, I am not able to keep the screens fully aligned with the cuts in the frame, which is more like a real NDS. Some minor adjustment may be necessary.

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Can you post a screenshot?

It sounds like you are using the 4K Vertical version, which requires much more tweaking. The standard version has only one cut in the frame. I never intended for the 4K Vertical version to be used on a landscape monitor, so it may not work.

If you look at my screenshots you can see that both versions are possible to use the way they are, it just takes tweaking the parameters. (Which takes practice. :grin:)

I will release presets for them soon, if you’re patient. :wink:

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This is not needed and may yield unexpected results.

Here it is:

See, the display is not entirely centered on the cut at the base around it, like a real NDS. It is also in your vertical image of Mario Kart.

Please note: in this specific system, I do not intend to use bezel depth, just a slight relief between the base and the display.

About settings, what I did here: I reduced the background size to 1080P to match my monitor screen. I rotated the image and placed it in the texture folder replacing the background carbon with this horizontal NDS image. Then I made the adjustments that I mentioned in the previous post. I was unable to rotate the “tube” and background at the same time according to the method you said.

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As I said, I never intended this version of the bezel to be used on a landscape monitor. It is designed for a monitor that is physically rotated and set to portrait mode in the windows display settings. I am afraid you are on your own trying to get to to work. You can try turning off the auto aspect detection and manually setting the aspect ratio. It wont be as accurate but it might help the centering.

I believe I adjusted the bezel height and width a bit to compensate. I created these graphics specifically for the Mega Bezel Reflection Shader, so I intend the bezel to be visible, the design depends on it. :wink:

If you aren’t using the reflection bezel you could also try just using the RA overlay version and set it up as an overlay, the overlay would cover part of the screen and it would be perfectly centered. You also have pretty fine control over screen placement and size.

BTW. RA will resize the graphic to fit the screen so you don’t have to reduce it to 1080. :grin: Good luck.

Again. If you’re comfortable with Adobe Illustrator you can always modify the source to your needs.

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Thanks for the support Duimon!

Yes, I am using a vertically rotated monitor, no problems here. :wink:

Unfortunately I have no skill with Illustrator. But as you saw, it’s a silly detail. Even so, I think I can survive this, hehehehe !!

In fact, I did not find the combination of settings that would make the scaling of the image match the limits of the base. Perhaps if you could reduce the lateral dimension of the cut it would definitely resolve, because we cannot control the size of the sides individually.

As you said, I can use the background as a standard overlay and get the perfect alignment manually, but the HSM filters have lighting and image options that I can’t find in any other pure shader. It is also more work to adjust the gap between the screens by the core options, in addition to enabling screen rotation by the Retroarch options.

To make matters worse, few shaders can manipulate scanlines vertically and the results are very bad.

I still believe that you will be able to solve everything! :relieved:

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Is your issue that the width of the sides (Orange Line) is thicker than the top/bottom (Blue Line)?

By the way I want to mention how cool this graphic is on a Vertical screen :slight_smile: and of course Contra 4 Is great :slight_smile:

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Unfortunately I cannot cater to uses outside the scope of my intent. I intended to use the reflection bezel. The graphic works for that use. I also believe the settings you need exist in the parameters.

Also, some of your settings aren’t needed for a rotated monitor. Is your desktop set to portrait mode.

I will give this another try, using your method, and see if I can find a solution, but I wont modify the graphic. :slightly_frowning_face:

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I think I see what is going on, even in @duimon’s screenshot there is just a little extra space on the sides compared to the top/bottom, but since the amount of space for the border is overall bigger (Because the screen is smaller) you don’t really notice it.

But in @soqueroeu’s screenshot (where I think he actually is using the mega bezel with the generated bezel and reflection) the generated bezel is quite thin, and the screen is bigger and therefore the border is much thinner, so the difference between the thickness on sides and top is more obvious.

So I think the aspect ratio of the box that the screen is inside is just slightly off which creates this discrepancy.

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@HyperspaceMadness, As I said, I can live with that. But it’s a perfectionist neurotic thing … hehehehe! We may be able to resolve it with adjustments to the settings. I still shouldn’t have tried all the possibilities. :grinning:

Yes, it was the best I did. I used the backgroud in 1080p.

I did not test with the native image in 4k. I believe that the result would be no different, because the sampling is only reduced within exact multiples.

No problem my dear, you have contributed a lot with your work. Feel free to do your good work. I am very grateful to you for all that you have done.

I am not opposed to changing the graphic if it needs to be changed, although I still think it can be handled with parameters.:grin:

Part of what makes me hesitate, (And I believe the main reason I hadn’t released the graphic yet.) is that the split screen preset is still a ways from complete. I am also under the impression that screen ratio on the NDS is one of the things that will change before it is complete.

Any change I make now would be wasted.

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Yup @Duimon that makes sense, there is still some work to come for the split screen when I get back to it.

For @soqueroeu, if you just make the bezel wider you will end up with a slightly wider bezel on the sides, but then the border will be equal on all sides.

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Yes, I did this during testing. It is an option that I can take at the moment.

I have been at work all day so I’m sorry if my posts have been short or criptic.

The first thing I did when I got home is fire up Illustrator and check the aspect ratio of the bezels in my 4K graphic.

The dimension is 900 x 675. 900/675 = 1.333333… which is 4X3 aspect ratio, which is the aspect of the DS.

I don’t know what else to say. :frowning_face:

As I said. I will set this up from scratch and see how it goes. There must be a way to get it to work with parameters.

As I said way back when I first posted the NDS 4K Vertical, it is not easy to set up. I’m sure it will get easier as HSM perfects his split screen method. Right now a lot of the scaling features do unexpected things. :grin:

Not perfect, but close.

Aspect ratio is vertical and explicit.

Integer scale is OFF

I turned the snap to integer to 0.00

Bezel opacity is 0.00

frame opacity is 0.00

bezel height and width are 0.00

Explicit aspect to 1.72

Non-integer scale to 147.57

etc…

I have a preset in the repo in a 4K Vertical folder, along side the other presets.

Steps to get it to work are…

  1. Set your windows display to portrait.

  2. Set the RA Video aspect to 9/16.

  3. Make sure my graphic “NDS_4K_Vertical.jpg” is in the “Retroarch/overlays/bezel/Logo” folder. To get the night mode to work you will also need “NDS_4K_Vertical_LED.png” and “TopLayerImage_Night_4K_Vertical_3840x2160.jpg”.

  4. Copy the preset into “Retroarch/presets”.

  5. Load a game and my preset.

:innocent:

BTW. You will need to select Top/Bottom layout in the core settings.

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The slightest change will turn this thing wonky. For those of you who want some bezel and reflection, when I get the time, I will do another preset. :upside_down_face:

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