Yes. My folder structure is also changing, although compatibility was not my motivation. While the old shader will run on 1.9.1 I’m fairly certain my presets will not.
I believe HSM and I were both just leveraging the new Simple Preset feature.
Yes. My folder structure is also changing, although compatibility was not my motivation. While the old shader will run on 1.9.1 I’m fairly certain my presets will not.
I believe HSM and I were both just leveraging the new Simple Preset feature.
You’re welcome, let me know how it runs on the Nvidia Shield!
Ah, so that’s a happy accident, glad it’s helpful in the short term. @Duimon is redoing his presets for this new version so you should be able to transition to these soon.
There are some instructions in the ReadMe in the Mega_Bezel folder, but to test speed you will want to turn the frame rate display in RetroArch on, and then turn on fast forward (Spacebar)
One thing to be aware of is that the STANDARD preset is meant to be a replacement for the old most complete preset. The ADVANCED preset has an additional set of features to have more images and more flexible management of the images (Layer Order, Scaling, Placement, Masking). This is definitely more demanding on GPU.
Technically the STANDARD is a new preset, so if anyone notices any features that they used to use on the old full preset but are missing on the new STANDARD preset please let me know.
Okay, here I took some more screenshot and this time I have in-game screenshots as well. Hope it makes sense. I’ll provide any additional information if needed. Didn’t want to overwhelm you with a wall of text
-0_Guest-DrVenom- preset from the previous HSM version
-Advanced- preset from the new HSM V 0.9.00 version
-Standard- preset from the new HSM V 0.9.00 version
-0_Guest-DrVenom- preset from the previous HSM version
-Advanced- preset from the new HSM V 0.9.00 version
-Standard- preset from the new HSM V 0.9.00 version
In that case your new upcoming presets and graphics folder structure same as the old -current- ones? If yes then yeah, it wont work and we can’t hold old versions and new versions of your graphics and presets
My new folder structure is different but many, including yourself, have voiced problems running my old presets on the nightly RA.
In any case, my Standard presets will be released sometime today.
Thanks for the screenshots! So this kind of performance is kind of what I expect in terms of a comparison with the old full preset.
I have some info about the examples included in the examples package:
Magic Sword
Screen placed using Image Transparency (Place where the hole is cut out), Uses @ArsInvictus’ art
This means that if you load in different images with a hole cut in a different place the screen will be placed wherever the hole is. This feature is also included in the BASIC-BORDER preset which can be used as a replacement for a simple RetroArch Overlay without the need for config files or video res overrides.
NeoGeo Plastic Bezel
Screen Placed by Image Transparency, Texture Masking Reflection, Uses @ArsInvictus’ art
DISCS OF TRON
Uses a Backdrop type effect and using the BASIC-BORDER preset since it doesn’t actually need reflection
PlayStation
This one is a pretty simple, just has an LED image and the Night Lighting is On, Uses @Duimon’s art
Congrats on the release! I upgraded from the previous stable release (from August 2020) to the new one and tested out a few games. Mostly things were good, but it seems like the new release doesn’t deal with FFVII’s menu resolution change as elegantly? At least according to the shader’s resolution info, FFVII goes from standard 320x240 to 365x240 when in menus, and with the new release it doesn’t seem to handle that as nicely. You can especially tell by looking at text.
Old stable release of mega bezel:
New stable release of mega bezel:
Not sure if there’s anything to be done about this or if there’s some setting I could change to better handle it, but thought I’d point it out to see if it’s fixable on my end or with a later release (or if there’s just something I’m missing!)
Thanks for all of the great work, by the way!
Hi, thanks for trying it out, and for the screenshots and checking the core resolution, this helps me figure out the problem.
So this is a bug, seemingly caused by the particular resolution of the menu. To fully fix this I’ll have to add a new shader language feature to retroarch. There is a workaround that I’ll mention later in this post.
The longer answer to why this is happening is that the first pass divides the resolution by 8 so it can do the calculation of a bunch of values and cache them in the most performant way possible. Then the next pass multiplies it by 8 to get back to the original size. It seems like all core resolutions divide by 8, but apparently you found the exception! The menu resolution doesn’t divide by 8 evenly, so when you multiply it by 8 in the second pass you dont get the same resolution as the original. The ideal solution would be to set the second pass to go back to the Original resolution directly, but that’s the new feature which needs to be added.
The workaround is to go into the base Mega Bezel presets and set the scale on the first and second passes to 1. This will run a bit slower, but should get rid of the resolution problem.
I need to test to see what the performance difference is. Perhaps the performance difference is not big enough to worry about and I can just change the base presets…
Oh and I forgot, You’re Welcome!
Hi guys, i’ve a question. It’s about resolutions. Just for example :
I want to play Samurai Shodown Perfect, or Samurai Shodown V Special in their real resolution which is 320x224. Then, need 1280x896 (x4).
But… the Finalburn Neo core did a mistake with these games and tell that core provided is 304x320. Then 1216x896 (x4).
Well… i can obtain 1279x896 or 1281x896 but impossible to have 1280x896 ! And int scale mode can’t do anything for me because false core provided.
Can someone help ?
Edit : With the new Retroarch & HSM Mega Bezel, all is OK now
Hello everyone!
For those who using the new Simple Preset option to save shader presets. If you want to replace the original background with another one, you can do this simply by adding the lines pointing to a new background. This is also true for led layers and decals. Your shader preset should look like this:
Just installed Retroarch 1.9.1 and the new HSM Mega Bezel Reflection Shader. So great ! But… Now informations doesn’t appears like my previous screenshot !
It’s impossible to know the core resolution and the screen resolution.
Take a peak further down the list in the SCALING section, the parameter to turn the debug info is called: Show Resolution Info
Thank you, It’s OK now !
Thanks a lot for this @HyperspaceMadness! I have 2 questions, what is the option to remove the Highlight on the screen? Regarding reflections, instead of showing the game reflection is it possible to just have the ‘TV’ light reflected to the bezel?
This should actually be off by default now since many people found it distracting. If you want to turn in on however it is this one: Tube Static Reflection Opacity in the TUBE IMAGES section
I think you are asking about a much more diffused light effect on the bezel which doesn’t look like a sharper reflection?
You can do this by reducing Direct Reflection and Diffused Reflection and increasing FullScreen Glow this will give a glow from the screen which doesn’t look like a sharper reflection.
Here it is by default
And here it is with more of the fullscreen glow
Mega Bezel is updated to V 0.9.01 2020-04-06
Changes:
Fixed Resolution issue with core resolutions not divisible by 8 E.G. FFVII Menu
Added BASIC-BORDER-WITH-REFLECT preset, this is like the basic-border one but adds reflection on top
There is preset in the variations folder which is Reflect-Only which references this preset
Performance of Base presets at 3840x2160 on Nvidia RTX2060:
This is fantastic!
With this adjustment we can improve the realism according to type of surface imagined for Bezel/ Background, since not all are fully polished.
Once you reduce the values suggested by @HyperspaceMadness, I also recommend adjusting the values of the options below (in the same group):
Inner Edge Amount Bezel
Inner Edge Amount Frame
Usually changing their values better defines the limits of the lights in the parts that make up the screen.
This is great!
I am hoping that I can use the Screen Placement by Transparency, use one of my overlays and as the background, and one of my hybrids as an overlay, ending up with a super simple method for hybrid graphics.
I haven’t looked. Does the Basic Border have the image aspect parameter?
There isn’t one, but I can easily add it probably a good idea, then it will play well with 16:10 screens