Mega Bezel Reflection Shader! - Feedback and Updates

Hi there, about colors, if you want to find colors you can use instant eyedropper http://instant-eyedropper.com/

Switch the color format to HSV and then you can sample the screen

image image

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That program was just made Open Source with version 2.0 a week ago:

Does anybody here plan on converting it to Linux or something?

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Just awesome! Thank you!

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That’s why I’m looking for FBA background to insert in a preset :wink: I’ve found Mame horizontal & vertical in the misc repo but for FBA only overlays with transparency in the center, I’m looking for a background wallpaper and can’t find them :frowning:

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I am working on doing a FBA-Neo in the same style as the MAME. Give me until tonight.:grin:

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@Leatherface

I hope you like them! :innocent:

Like the MAME graphics, because they don’t quite fit in my mission statement, they will be in my “Misc-Overlays-Borders-Bezels” repo. There are Shader border and RA overlay versions.

Keep in mind the recent discussions about the FB-Neo core and screen rotation.

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Can you use your own custom overlays with these shaders ? I want to do per-core overlays using custom shader settings for each core, along with custom overlays. I have done a test by replacing BackgroundImage_Carbon_3840x2160.png, with my own overlay, and switched off the bezel borders.

Just need to adjust the reflection blur, it’s slightly too sharp near the inner edges. I wanted a sort of silver monitor with shiny paintwork look.This is just a quick test of the 2600.

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Since the foreground elements are above the bezel, can I assume you are in fact using an overlay on top of the shader, masking out the middle to allow the bezel to show through?

While this is a common practice, with the next version of the shader it will be obsolete.

The new version will have several layers that can be used for almost anything. We will also have complete control over the z-depth order of them.

So you could have your background the Background Layer and the console & controllers either the Decal Layer or the Bezel Image Layer. The only difference is that the Bezel Image Layer will have HSV color parameters.

So in this case, you could let the shader generate both the bezel and the frame and you wouldn’t have to worry about bulls-eyeing the cutout portion of your overlay.

The only real benefit to still doing it the way you did here is the freedom to set the RA video aspect to 4X3 to achieve better performance. (If you were to have performance problems.)

So I guess the answer is yes. :innocent:

BTW. If you were to create a version of this graphic that was a bit more zoomed out and showed, for example, the table and more of the controllers, you could use that image and scale it so it looked like this but allowed the user to zoom out a bit if they chose. All the image layers will have various scaling methods with the option for layers to scale both independently and along with other layers.

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That sounds rather cool. Essentially, you could have 1 copy of common layers that would be used in every overlay. So, instead of megabytes of storage, you would only have that 1 copy of the common layers and then unique layers would only be used for different cores. So, no more multiple copies of the same reflection layer, only 1 needed. You could then build up multiple layers, all stored in a specific directory, along with decal layers, background layers, etc… Sounds really cool idea. Everything would then be in perfect, exact places, so (like you said) no more guess work and trying to find that correct center point. As long as multiple trasparency levels are allowed, you could layer up reflections, scratches, smudges, etc… Is this far off from a release ? Looking forward to what it can do.

Just to edit. What would be really cool would be a way to animate backgrounds, say a short loop of background arcade machines playing in attract mode - that would be awesome. Other ideas I have been playing around with is Depth of Field effects - this can really add some amazing cool effects to the focused image, it really brings the main focus into view.

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Yup this would totally work there will probably be 6 separate image layers which can be used in normal, additive (good for lights or reflections), and yes transparency is supported :). You can also adjust layer scaling and get layers to scale along with the screen or frame if desired.

In terms of time frame, the latest version of the shader requires some changes to the shader system, a couple of which are merged in now so we will need to wait until the next release of Retroarch to do the next release of the shader. It’ll be at least a month, but it’s not clear exactly when it will happen.

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:thinking: hmmmmm…HSM?

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I agree. The easiest way would be for RA to support animated GIFs, which has been requested many times. I’m not sure what the performance cost would be since I suppose every frame of the image would have to be loaded into memory before the shader loaded.

I have seen shadertoys that cycle through a list of images on a timer, like a slideshow. But again, I think every image would have to be loaded into memory and you would be limited by RAs texture limit. HSM has increased the number of textures and passes, along with parameters, but not enough to allow for an animation of any decent length.

HSM and I have talked about some scripted animations for things like Floppy and HDD LEDs.

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That sounds cool. Imagine power-on leds ? or a flickering faulty overhead light, above a arcage machine, with a sort of bzzzzt sound effect every so often. Or, subtle background ambient led lighting that can colour cycle light - although this would fall into that, cycling frames animation that you mentioned. But you could also have custom animated neon signs, background ambience. The coolest thing I have yet tried is VR Pinball using a Oculus Rift S, I almost “Leant” on the virtual pinball tables, it was so damn real. Now imagine Retroarch VR, a massive VR arcade. I’m getting way ahead of myself, all these great effects coming are going to do some amazing things.

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EmuVR is exactly that, a VR emulation front-end that uses RA as it’s engine. It’s plenty cool, you plug your consoles in to your TVs and load cartridges etc. The coolest thing is that it supports lightgun games with the Rift controllers. Other than that it’s kind of like watching movies or TV in VR. :frowning_face: What’s the point? Just sit in front of a real TV. :grin:

I think HSMs shader, using a realistic graphic in night mode, with the lights off, is just about as nostalgic.

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Waow !!! Thank you !!!

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Just to show the advantage of HSM Shader. Can play Mortal Kombat -integer scale- in 1200x762 (400x254 by 3). Impossible with standard overlay, this game is not for 4/3 format !

Night mode with this FBA background is just AWESOME !

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Yeah, EmuVR is nice. But, like you said, there isn’t much point - especially since I own real hardware that most of Retroarch’s cores emulate. What I am interested in is a complete VR 80’s Arcade, something we cannot no longer do, or goto. Most Arcades around my area are now barcrest fruit machines and gambling machines, the arcade machines are long gone. I can imagine, in 10, 20 years time VR will be at a stage that it could potentially handle near photo realistic 80’s Arcades, with super high resolution arcade machines, coin pushers, 80’s fruit machines, etc… Thats my dream :grin:

It’s good, but it’s also flat, no dimensions to it. VR takes it to a whole new level. Imagine that same night graphic, but now you’re sat there in VR and you are able to look around that night room. No need to cram everything on one flat screen, now you have 3D space to put the consoles, controllers, decals, posters, tapes, disks, etc… At the moment, the VR resolution is too low, but the HP G2 is out this month, maybe next month (due to the covid virus) and that has a resolution of 2160x2160 per eye, along with chromatic aberration artifact correction. I can’t wait.

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Survey Time!!!

I put together a survey to get info on how you all are finding the Mega Bezel

https://forms.gle/sAk32pgS2nbq4GTD7

The survey will be open until Dec 14th

Also of note is that you don’t need an account on this forum and an email address is not required, I want to hear from everyone possible :slight_smile:

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May I suggest a new logo for it? The FB-Neo forums/discord recently made a new v3 logo for their “system”:

FBNeo_logo_v3 ZapaqBA

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Just to show you my progression for a NeoGeo CD HSM Shader with interger scale 1216x896. Samurai Shodown RPG in french :

Normal :

Night Mode :

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