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

Thats normal to getting more lag, shaders with NTSC preset demands more resources, combined with N64 or Saturn, or even more demanding console like PS2 or Gamecube, it can be pretty intensive.

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I’ve been trying out the duimon koko-aio presets for the newer consoles since they’re less resource intensive. But unlike MegaBezel there’s no option to change the crt mask and the default one isn’t as good, and I’ve seen other koko-aio presets with different masks like monitor-bloom-bezel. Could the duimon ones be changed to have a trinitron-like crt mask?

You can check out Death to Pixels shader from Cyber, there is a Megabezel compatible one : CyberLab Death To Pixels Shader Preset Packs

You can even combined it with Duimon, just have to redirect your Death to Pixel Shader in your Duimon Shader, in this line : #reference “…/…/…/zzz_global_params/Base_Shader/ADV_Bezel.slangp” (disabled the other one like i said in my previous post).

I found the crt mask settings for koko-aio. 08 looks good. The integer scaling seems to work differently from MegaBezel but the emulators are running a lot more smoothly now!

Are the MegaBezel presets compatible with any subframe BFI or is it only koko-aio?

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It is not built-in and you can’t add it via normal methods. We’ll have to hope HSM decides to update the Mega Bezel at some point.

RL takes precedence over our hobbies sometimes, even those we are extremely passionate about. :slightly_smiling_face:

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Yeah I figured koko-aio is a lot easier to work with for BFI. Thanks!

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Hi, new user of Duimon’s presets here. I really liked them, but I’m having trouble enabling ntsc (composite) signal. Is it possible? I tried changing some shader parameters, but nothing worked. I wanted the image equal to Mega Bezel ADV_GDV-NTSC.

Mega Bezel ADV_GDV-NTSC:

Duimon’s Super Famicom ADV-Guest-Bezel:

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Make a copy of the preset in the same folder i.e. Super_Famicom-[ADV]-[Guest]-[Bezel]-my-custom.slangp.

Open the file with a text editor and look at the following lines.

// SHADER :: CONNECTOR | Interface to Mega Bezel Presets folders.
// Edit the target file in the following reference to globally define the base preset.
// ----------------------------------------------------------------------------------------------------------------

#reference "../../../zzz_global_params/Base_Shader/ADV_Bezel.slangp"

// SHADER :: CONNECTOR :: LOCAL OVERRIDES | Interface to specific base presets.
// Comment out the top reference line and uncomment the following reference line to locally define the base preset.
// Keep in mind that some of the base presets use Integer Scale and may yield unexpected results. (e.g. Megatron)

//#reference "../../../zzz_global_params/Local_Shader/ADV_06.slangp"

// "ADV_06" matches the default "MBZ__1__ADV__GDV.slangp".
// Replace the "06" with any from the following list.
// 01. SMOOTH-ADV__GDV                  08. ADV__GDV-MINI-NTSC
// 02. SMOOTH-ADV__GDV-NTSC             09. ADV__GDV-NTSC
// 03. SMOOTH-ADV__MEGATRON             10. ADV__MEGATRON
// 04. SMOOTH-ADV__MEGATRON-NTSC        11. ADV__MEGATRON-NTSC
// 05. ADV__EASYMODE                    12. ADV-RESHADE-FX__GDV
// 06. ADV__GDV                         13. ADV-SUPER-XBR__GDV
// 07. ADV__GDV-MINI                    14. ADV-SUPER-XBR__GDV-NTSC

Change

#reference "../../../zzz_global_params/Base_Shader/ADV_Bezel.slangp"

to

//#reference "../../../zzz_global_params/Base_Shader/ADV_Bezel.slangp"

(Comment the line out.)

and change

//#reference "../../../zzz_global_params/Local_Shader/ADV_06.slangp"

to

#reference "../../../zzz_global_params/Local_Shader/ADV_02.slangp"

(Uncomment the line and change 06 to 02.)

This will give you the SMOOTH-ADV__GDV-NTSC as your reference.

Then load your preset copy.

Let me know how it goes. :slightly_smiling_face:

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It worked, thank you very much. I put a screenshot below. But strangely, it did not work with ADV_02, it worked with ADV_09. I don’t know what the SMOOTH has differently, but with ADV_02 my retroarch froze.

There is one I like from Retro Crisis, his SNES RF100. Is it possible to also load his shader just changing the path where you pointed earlier?

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If it’s not a Mega Bezel preset, then no, it is not possible.

I use certain Mega Bezel presets as my default, and my preset boilerplate provides a method for using other Mega Bezel varieties.

I’ll take look and see what’s up. Thanks!

edit: Double-check your method. I tried ADV_02 and it worked as expected.

It could just be too resource intensive for your GPU, that is the reason for “Standard” presets. The ADV, especially the SMOOTH, take a lot of GPU power.