Hgoda90 - Mega Bezel Graphics + Varieties

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.

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

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I think that was me.

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

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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.

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I have gotten most of the shaders/presets done, what needs to be done by hand. All I have to do is Find and Replace, and bulk rename files. Instead of putting default and night together, I separated them into separate folders, Night and Day. To give a general idea, with Nintendo 3DS there would be 42 files with night and default together given 7 colors and 3 different orientations, so 7 x 3 x 2.

Edit: I forgot that I was going to do soqueroeu’s TV Backgrounds too, so it’s going to take a little longer to finish. I am also testing all the presets out first to make sure there are no problems. I have already run into a few.

3 Likes

Just finished testing everything. All the preset/shader files can be downloaded in the link at the top.

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Uploaded all the files to Github instead of using zip so the files can be updated easier by users.

4 Likes

I added GBC2Player color variations. Now there are 25 different color combinations to pick from. The files are set as 1player color-[2player color].

2 Likes

I am thinking about varations of the PVM and TM presets without their respected backgrounds.

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Greetings @hgoda90.

Just wanted to share some tips of how I was able to integrate my presets, without moire patterns while maintaing curvature and not having to resort to using Fake Scanlines.

I will also share the method I used to scale the image to fit the overlay. I started off with integer scale mode set to 0 and use Bezel Independent Scale to fit the viewport to the overlay but I subsequently was able to switch back integer scale mode to 1 and used the Integer Scale Offset setting in order to get the viewport to fit the bezel. Take a look below.

Moire pattern mitigation techniques:

  • enable GDV Noise
  • reduce Scanline Saturation
  • increase Scanline Gamma Offset
  • decrease Scanline Falloff
  • Integer Scale helps
  • larger viewport also helps
  • less curvature
  • lower mask strength
  • lighter scanlines also help

In my opinion, fake scanlines should be a last resort. At that point it might be better to just disable scanlines altogether and use a strong mask pattern alone. Very light scanlines plus appropriate mask strength settings should also get the job done.

Enabling Fake Scanlines results in misaligned scanlines and graphics.

This is just to demonstrate why you probably don’t need to resort to using Fake Scanlines at this point but of course to each his own. There’s no moire in any of these images even though curvature settings have been reset to default. GDV Noise was turned off before taking screenshots. That setting being On reduces the appearance of moire patterns even more.

Click on the links Load full Resolution. Right Click. Open in new Tab or Window. Click to Zoom. F11 for Fullscreen…

These are the settings I used to get the screen to fit the background graphics while maintaining Int. Scale:

HSM_BZL_USE_INDEPENDENT_SCALE = "1.000000"
HSM_INT_SCALE_MODE = "1.000000"
HSM_INT_SCALE_MULTIPLE_OFFSET = "-2.000000"
HSM_BZL_INDEPENDENT_SCALE = "61.770325"
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Thanks for the tips. I was thinking of adding your presets to the graphics somehow but I haven’t thought about how to accomplish it too much.

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I have standalone variations of the PVMs.

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I could use the PVM backgrounds. I was thinking more of this option since I was wanting to keep the colors of the PVMs based on their systems.

Edit: This is just an idea of what to possibly add next.

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