Hgoda90 - Mega Bezel Graphics + Varieties

Out of curiosity, have you tried resetting all scanline settings to default? This was one of my preferred recommendations to reduce moire over fake scanlines - which is a sort of last resort. You may not notice it but apart from the obvious moire pattern, the half of the image with the fake scanlines looks lower resolution that the half without. It’s particularly noticeable on all of the edges of the SCE logo and the text. Compare the edges of the tops and bottoms of the letters in both sides.

I really hope there’s a better way to get rid of the moire pattern.

Things like increasing opposite direction downsampling blur, decreasing horizontal sharpness and turning deconvergence on might also help. Also reducing the mask strength even more. The more diffused and less defined and pronounced the mask and scanlines are, the less likely or less the moire effect should be.

From a distance it seems as if this curvature is causing you to have to send my presets back into the dark ages. Lol, i.e. They seem to be moving in the opposite direction of my recent developments. Things that I took out, one by one are being added.

This is not a complaint by the way, just an observation. Everyone is free to customize their presets to suit their tastes as well as their usage scenarios. I’m merely pointing out the irony of it all.

Nope, I haven’t tried to reset the scanline settings. I can’t tell the difference, dealing with resolution, of both sides, they look the same to me. To get rid of the moire pattern, I think there are multiple different ways to do it.

There is no moire pattern when there is no curvature, so the curvature is 100% the reason why I have to set some settings back.

1 Like

It’s not really image resolution but more like scanline resolution. It looks like the side with the fake scanlines has less scanlines (maybe half?) compared to the side with the moire and mostly in the edges of the shapes and text where it intersects the white background, all edges appear a little more coarse giving it a lower resolution type of appearance at least to my eyes.

It could be because, honestly, I could have set the Fake Scanlines Resolution wrong. I set it to 240 in the picture and in options Internal Resolution is 1x. I don’t know if these are supposed to be the settings.

Edit: A lot of these settings I still don’t know what they do.

This is what it looks like with it set 480 and opacity at 100.

It Looks fine in game.

1 Like

Right! Much better. I knew that screen was hi-res. It’s easy to get the resolution of any game by using the Show Debug Info Setting in the Shader Parameters.

1 Like

Yeah. HyperspaceMadness might make it a little easier.

1 Like

I am currently working on cropping soqueroeu’s TV Backgrounds to be bigger for those on smaller screens.

2 Likes

Are you actually editing the artwork to do this?

All I am doing is cropping the top and bottom of the image to the TV. Taking the values of Width, Height and Position of the TV crop and applying them to the LED images. Once cropping is done I resize the image to 3840x2160. Other than those changes everything else is the exact same.

There is zero need to be destructive. The shader is capable of doing this and more.

The background just needs to inherent the bezel or screen scale and you can use non-integer scale.

5 Likes

I will give you that. I forgot why I was cropping the images honestly rather than scaling. I will be scaling and posting the settings instead, I guess.

[CRT Screen Scaling]
    Non-Integer Scale: 72.77

[Position Offset]
    Position Y: 50

[Background Layer]
    Scale: 112.40
    Position Y: -1.30
2 Likes

I think someone suggested veiwport scaling, which wouldn’t work as well here.

1 Like

I think that was me.

1 Like

With the new mip mapping, scaling should look better that ever.

2 Likes

Soqueroeu Mega Bezel TV Backgrounds Cropped

I finally got all the settings done. There are some slight tweaks between some of them, so I grouped them together.

3DO, Sega CD
------------
[CRT Screen Scaling]
    Non-Integer Scale: 71.97 Flat / 68.57 Curved / Sega CD Curved 71.17

[Position Offset]
    Position Y: 55

[Background Layer]
    Scale: 111.90
    Position Y: -1.80 Flat / -1.85 Curved


Atari 2600, Famicom, NES, Sega Mark III, SMS, SG-1000
-----------------------------------------------------
[CRT Screen Scaling]
    Non-Integer Scale: 66.97

[Position Offset]
    Position Y: 58

[Background Layer]
    Scale: 112.00
    Position Y: -2.90


Gamecube
--------
[CRT Screen Scaling]
    Non-Integer Scale: 71.37

[Position Offset]
    Position Y: 28

[Background Layer]
    Scale: 111.20
    Position Y: -2.50


Nintendo 64
-----------
[CRT Screen Scaling]
    Non-Integer Scale: 71.17

[Position Offset]
    Position Y: 48

[Background Layer]
    Scale: 110.50
    Position Y: -1.40


PC-FX, PCEngine V2, PCEngine-CD
------------------
[CRT Screen Scaling]
    Non-Integer Scale: 69.57 PC-FX Curved, PCEngine-CD v2 Curved & PCEngine V2 Curved
                       69.37 Others

[Position Offset]
    Position Y: 53 PCEngine V2 Flat / 54 Others

[Background Layer]
    Scale: 110.90
    Position Y: -2.70 PCEngine V2 Flat / -2.65 Others


PCE-SuperGrafx, PCEngine-DUO, TurboDuo, TurboGrafx-CD, TurboGrafx-16
--------------------------------------------------------------------
[CRT Screen Scaling]
    Non-Integer Scale: 72.37 Flat / 71.17 TurboGrafx-CD Curved / 69.37 Curved

[Position Offset]
    Position Y: 53 TurboGrafx-CD Curved / 54 Others

[Background Layer]
    Scale: 112.30
    Position Y: -2.00


PCEngine
--------
[CRT Screen Scaling]
    Non-Integer Scale: 69.77 Flat / 68.57 Curved

[Position Offset]
    Position Y: 56

[Background Layer]
    Scale: 110.00
    Position Y: -2.35


Playstation 1
-------------
[CRT Screen Scaling]
    Non-Integer Scale: 72.37

[Position Offset]
    Position Y: 50

[Background Layer]
    Scale: 112.30
    Position Y: -1.30


Playstation 2
-------------
[CRT Screen Scaling]
    Non-Integer Scale: 71.57

[Position Offset]
    Position Y: 38

[Background Layer]
    Scale: 111.50
    Position Y: -1.15


Sega Genesis
------------
[CRT Screen Scaling]
    Non-Integer Scale: 72.17 Flat / 69.17 Curved

[Position Offset]
    Position Y: 57 Flat / 52 Curved

[Background Layer]
    Scale: 111.90
    Position Y: -1.80


SNK NeoGeo
----------
[CRT Screen Scaling]
    Non-Integer Scale: 72.17 Flat / 69.17 Curved

[Position Offset]
    Position Y: 56 Flat / 53 Curved

[Background Layer]
    Scale: 111.90
    Position Y: -1.80 Flat / -1.65 Curved


SuperFamicom, SuperNintendo
---------------------------
[CRT Screen Scaling]
    Non-Integer Scale: 69.57 Flat / 67.97 Curved / SF White Curved 67.77 / Special Purple Flat 68.77 / SN White Curved 66.97

[Position Offset]
    Position Y: 55 Flat & White Curved / 52 Curved

[Background Layer]
    Scale: 111.20 / 111.40 SF White Curved
    Position Y: -2.65


SuperGameboy, Sega Saturn
-------------------------
[CRT Screen Scaling]
    Non-Integer Scale: 71.77 SGB / 71.57

[Position Offset]
    Position Y: 45

[Background Layer]
    Scale: 111.20
    Position Y: -1.85


Wii 4X3, Sega Dreamcast
-----------------------
[CRT Screen Scaling]
    Non-Integer Scale: 71.37 Wii / 71.57

[Position Offset]
    Position Y: 45

[Background Layer]
    Scale: 111.00
    Position Y: -1.70


Wii 16x9
--------
[CRT Screen Scaling]
    Non-Integer Scale: 71.17

[Position Offset]
    Position Y: 41

[Background Layer]
    Scale: 111.30
    Position Y: -1.85


Generic 01
----------
[CRT Screen Scaling]
    Non-Integer Scale: 69.17 Flat / 69.37 Curved

[Position Offset]
    Position Y: 54

[Background Layer]
    Scale: 110.50
    Position Y: -2.55


Generic 02
----------
[CRT Screen Scaling]
    Non-Integer Scale: 66.77

[Position Offset]
    Position Y: 59

[Background Layer]
    Scale: 111.70
    Position Y: -2.85


Generic 03
----------
[CRT Screen Scaling]
    Non-Integer Scale: 71.97 Flat / 69.17 Curved

[Position Offset]
    Position Y: 55 Flat / 53 Curved

[Background Layer]
    Scale: 111.70
    Position Y: -1.70


Generic 04
----------
[CRT Screen Scaling]
    Non-Integer Scale: 71.17

[Position Offset]
    Position Y: 48

[Background Layer]
    Scale: 110.50
    Position Y: -1.40

2 Likes

Wow! They are also very beautiful with this adjustment!

1 Like

They probably do look good without changes on a big monitor, but like I stated before I did this stuff since I wanted to use them and they looked too small for my taste.

I am stating this because I don’t exactly have a big monitor to check. I sit close to all my monitors and tv so they are all 24"s.

2 Likes

I will be working on setting all the previous variety posts into their own shader presets, even the TV Background ones.

This will be achieved by selecting one shader file that will point to Duimon’s Graphic presets. So all the varieties can be changed easily instead of having to change all the values, every time the color is wanting of a change.

#reference "../../../Duimon-Mega-Bezel/Presets/Standard/Nintendo_Game_Boy/Gameboy_DMG01-[STD]-[LCD-GRID].slangp"
HSM_DEVICE_HUE = "213.000000"
HSM_DEVICE_SATURATION = "142.000000"
HSM_DEVICE_BRIGHTNESS = "118.000000"
HSM_DEVICE_GAMMA = "0.500000"
HSM_DECAL_HUE = "100.000000"
HSM_DECAL_SATURATION = "39.000000"
HSM_DECAL_BRIGHTNESS = "12.000000"
HSM_DECAL_GAMMA = "0.400000"

Greetings @hgoda90. This statement is no longer accurate as of the latest HSM Mega Bezel Reflection Shader release.

1 Like

Yeah it isn’t. I will be updating it soon.

Edit: Fixed.

1 Like