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

So Here is a shot of my latest NDS Vertical.

I took the advice of @HyperspaceMadness and scaled using non-integer to the exact integer scale. As he suggested this will give perfect integer for 1080 & 4K but still work at other resolutions.

SInce the work on the old non-integer graphics is pretty much complete, and there are CRT reference options, (And maybe other LCD option in the future.) I am going to release them as alternate versions. If I do presets for them I will probably do CRT with no scanlines. I am still trying out some fake scanline options. i will post some shots if I come up with something I like.

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OK… here is the first 3DS Vertical shot with the fixed preset! :partying_face:

I haven’t made up my mind if I am going to tweak the built-in bezel yet. (I think it looks pretty good now.) In any case, I will be spending some hours the next couple of days putting the finishing touches on all of these and getting the graphics and the presets up in the repo. :grin:

I hear the WonderSwan duo calling my name but first I think I need to do another PVM and get some sample PVM presets done.

There are also some unfinished Advanced presets waiting for some love.

Fun times everyone! :smile:

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Oops! I had the Scanline direction multipliers turned down to 50%. :innocent:

Here’s a real look.

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Great job @Duimon, it looks very good, I see that now you have put with the laptops, I will try the 3DS when you have it and I will wait for the others patiently.

Thanks for the great work. :wink:

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With some final tweaks, I have added the 3DS Standard to the repo.

The last shot is the new/old alternate version. It is using the DrVenom CRT preset as a reference. I have scanlines off and am using a lottes mask. Some purists may not like it but it looks more authentic than a clean screen. You can always turn the mask off if you prefer.

When I do the NDS update the current NDS graphics and presets will be renamed to NDS_Alt etc. and the new integer scale versions will be replace them.

For both systems I am only doing alternates for the vertical. :grin: (With the vertical, especially the NDS which is already released for the Standard and Advanced, I didn’t want either the graphics or my time to disappear into the ether.)

One thing to note, (And since the dual screen stuff is still very much beta, only @HyperspaceMadness knows if it may change.) If you do any internal resolution scaling, you will have to tweak the 2nd screen cropping as it will break.

You may also notice, I have changed the canvas background and added a vignette. I think it highlights the console. :innocent:

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Honestly I think a vignette makes most systems pop some, but people get their panties in a bunch lol.

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Yep. :slightly_smiling_face:

BTW. I turned the GAIN down a tad bit on the 3DS. (The first shot.) I think it improves Saturation a little. I will probably add the change into my base LCD presets.

I also went through and turned off the LED layer, (0% Opacity) in all my base presets. It will have to be turned on/up when switching to night mode.

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Ok guys, I think I’m finally going to stop being lazy and start working on that guest-mod shader again. Just need to update retroarch and look over the newer codebase for guest-advanced. (Hopefully I don’t have to gut/modify much before I begin work, know I need to gut sections of grade.)

@HyperspaceMadness prepare for me to cry in your DM’s about curvature kek.

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Great work as always @Duimon! These 3DS presets looks stunning I loved every pixel of it or should I say vector :sweat_smile:

I’ve tried it with the regular Citra core at 2x scale factor on core settings and I get the first result below. Same goes with the horizontal preset. It seems like it’s related to HSM shader, tho instead of your preset in particular. @HyperspaceMadness

It does work as intended at 1x native resolution :sunglasses:

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You are correct my friend. :grin:

From my release post. :innocent:

I am glad you like them. So far today,I have been doing more 3DS game playing than working on the presets. :wink:

I should have the NDS stuff updated by the end of the day. The Advanced 3DS preset will have to wait a bit while @HyperspaceMadness figures out some weird bug in the Advanced base preset.

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I’ve got this fixed over here, so I should be able to put up a new version tonight.

Yeah this is related to the resolution, perhaps we should try making the bottom crop a percentage rather than a number of pixels so that it would work the same with different core resolution multiples.

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OK everybody, the NDS Vertical stuff is all in the repo.

Some shots.

Old NDS_Vertical (Now NDS_Veretical_Alt) using CRT base preset.

Standard.

Advanced.

New NDS_Vertical (LCD-GRID) using non-integer, scaled to integer.

Standard.

Advanced.

Hue offset.

Slight opacity on the Decal Layer. (Turns the button a little darker shade of green.)

Full opacity on the Decal Layer.

There was a lot of renaming and bouncing files around with this update, I may have messed up somewhere. Please let me know if you run into problems and I will fix them ASAP. :grin:

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Interesting design choice. But still, you’re amazing at what you do. Keep up doing what you love.

I didn’t notice it earlier, but he did see it already:

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3DS Advanced are all in the repo.

Some shots.

Vertical Advanced using non-integer scaled to integer.

Vertical Advanced Alt using DrVenom.

Horizontal Advanced.

Of course these all have the HSV and Decal adjustments.

Horizontal Advanced with HSV to approximate the NDS Advanced preset default color. (Looking at this I will probably add an outline to the button letters so they don’t disappear on top of similar colors. I already have one in place for the light text on the logo.)

And some opacity on the Decal layer to darken the controls.

The presets for all the 3DS may need to be updated soon if the next fix breaks anything. I will take care of it quickly if it happens.

As a reminder… The work that @HyperspaceMadness did on the Retroarch code-base will keep most things from breaking going forward, hence the reason behind waiting so long to release the new shader build.

As he said in his release, the Dual screen stuff is still very much in beta, it will probably break a few times. :grimacing:

That being said, I didn’t want to wait any longer to give you all these sets. My apologies if my eagerness causes you any sorrow. :worried:

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I made the change to the text. All the necessary updates are in the repo.

Here’s a shot of the difference.

It is subtle but it works. :grin: (It makes quite a big difference viewed at full screen.)

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Hmm once again I’m in trouble here :sweat_smile:

3DS preset;

3DS_Vertical;

3DS_Vertical_Alt

They all initial shader load result. Once I tweak Crop % from Edges of 2nd Screen parameter I get some decent look.

And this is the log I’m getting with Advanced 3DS presets;

[WARN] [Shaders]:  Could not read shader preset in #reference line: D:\SteamLibrary\steamapps\common\RetroArch\shaders\shaders_slang\Duimon\Duimon_Advanced_LCD_3DS.slangp
[ERROR] [GLCore]: Failed to create preset: "D:\SteamLibrary\steamapps\common\RetroArch\shaders\Duimon\Advanced\3DS.slangp".
[ERROR] [GLCore]: Failed to create filter chain: "D:\SteamLibrary\steamapps\common\RetroArch\shaders\Duimon\Advanced\3DS.slangp". Falling back to stock.
[INFO] [slang]: Building pass #0 (N/A)
[INFO] [GLCore]: Not using frame history.
[INFO] [GLCore]: Not using framebuffer feedback.
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You may need to download the presets again, I made some changes since the last shader update.

Yeah like @duimon mentioned you need the new presets.

It’s doing so much cropping on the bottom screen that it is registering as a vertical screen and therefore using the vertical background, that’s where the carbon fiber is coming from :upside_down_face:

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It’s weird because I have Mega Bezel V 0.9.08 2021-04-26 installed along with the latest Duimon’s presets. I did have the latest presets installed but downloaded once again to make sure I don’t miss last minute hot updates but I get same result as before.

3DS_Vertical;

3DS_Vertical_Alt;

Checked the Advanced presets and they have been fixed.

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Let me take a look, I may have forgot to update something.

Edit: Yep I will take care of it in a couple of minutes.

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