Hi @soqueroeu, glad you seem to have gotten it to work the way you wanted.
To avoid as much moire pattern artifacts as possible it’s best to try to use integer scale. With lower resolutions integer scale vs non-integer scale has a big impact in how much artifacting you see. The moire artifacting is always related to the screen curvature, without any screen curvature the moire will go away, although I really like the curvature, so I don’t usually want to keep using it
I find the integer scale snap setting is useful for figuring out whether integer scale can help in a particular situation. To do this you can increase the snapping percentage, then adjust the non integer scale to see how far you are away from the closest integer scale multiple, or keep non-integer scale the same, and increase the snapping percentage until it snaps to an integer multiple.
Could you post a before and after images so I can understand exactly what the issue was?
It could be, do you have a discrete graphics card in the laptop, or is it running on intel graphics?
If you have a lower power machine you can try using one of the reflection only presets and setting the retroarch video aspect ratio to 4:3 (which will cut off the shader at the left and right of the screen)
Hey everyone, I’ve got an update on the development of the shader.
The latest work I’ve been doing is adding management of the layering of the images and generated graphics. This includes support for backdrop and colored gel type of effects – the fancy Space Invaders cabinet is a good example. The different layers can be scaled and followed the screen scaling if desired as well as have layer ordering changed.
The general functionality is similar to the mame layouts but it’s not completely generic as mame layouts are. Although on the other hand you can tune and adjust things interactively instead of changing text files then reloading them.
@Duimon and I have been working closely on this new functionality and he has put in a lot of time & effort to help drive the feature details and test it out so we can make sure it fits most users needs, so a huge thanks to him as it will be a much better feature set with his input.
All this functionality means a bunch more parameters.
There are some technical limitations I’m running into with having so many parameters. The first is the way shader presets currently work all the parameters need to be spelled or in one long string of characters. Our current development has maxed out the length of this string, so values for the parameters at the end of the parameter list don’t get applied.
Also if you can believe it I’m starting to hit the new parameter limit.
The solutions to these problems are to change some things in retroarch itself. This means that I’ll have to fix them, get them approved and merged into the github repo then wait for the next release of retroarch to release the updated shader, so this might be a little while
If you still really really want to try the super alpha versions @Duimon is working with you can get the latest from my Github at the top of this thread.
Stuff on Github will likely be added & removed and change function rapidly, YOU WERE WARNED!!!
Here’s Tron, the red striped image inside is the bezel image
It seems like maybe you are using a vertical aspect in the RA Video Settings, e.g. 3:4
For this sort of setup it’s probably best to have your RA Video settings set to 16:9 so the background goes all the way across the screen.
I still think there might be a bug in the screen scaling though, regardless of if you are in landscape or portrait the bezel/screen aspect ratio is wrong. In the shader are you using the integer scale option in this parameter?:
[ SCALING ] Int Scale Mode - OFF, ShortAxis, BothAxes
Thanks @c9f5fdda06, I think this is exactly the problem. I think with the Mega Bezel you will want to turn off the core rotation. I think this means you need to turn OFF core rotation in the core options.
Then you can use the Mega Bezel parameters to rotate the tube/screen.