HSM Mega Bezel Reflection Shader! - Feedback and Updates

Hi @Tromzy, you can use the updated Shader Preset Package on my thread in the meantime. The blurriness is due to a very recent change in settings behaviour in HSM Mega Bezel Reflection Shader. I’ve updated my presets to cater for this.

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Okay, so I just read Cyber’s topic and my issue is the same as @Fab. So I toned down the Downsample Blur from 100 to 34 and the blurriness disappeared !

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Thanks @HyperspaceMadness , I don’t know if you saw it but I posted an updated Shader Preset Pack earlier for you.

Don’t worry. Pretty soon I’ll learn how to do commits and pull requests. Lol

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It’s not related to rev3, but I want to share one thing.

I have a sony pvm-14l2. And I tried tweaking my hsm preset color to make it look like 14l2. Of course, the color profile of guest.r was useful, but it seemed to be lacking somewhere.

Then I combined it with the shader’s post crt brightness option and got good results. I don’t know the mechanism of that option, but it seems to be clearly different from simple brightness.

The picture above is PVM-14L2, and the picture below is my lg monitor.

Wow, Isn’t it close enough?

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Very nice! I love the side by side comparison! :heart_eyes:

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Wow! I’m completely blown away by this! It’s like we’ve reached!!

Do you mind sharing your colour tweak settings for future reference?

This is nothing short of amazing!!

Congratulations Team Mega Bezel!!

Sure, This is my settings.

CRT Brightness : 200 / Color Grade : 0(off) / GDV’s Color profile : 5 / Color temperature(WP) : 25 / Saturation adjustment : 90 / Strentgh GlOW : 0 / Scanline type : 1 / Scanline beam max: 1.5 / Horizontal sharpness : 7.8 / Mask type : 5 / Mask strength : 0.15

However, the color is significantly affected by the user’s environment. So I would like to comment precisely on the monitor settings.

  1. My monitor is currently in srgb emulation mode. And I set it to 6500k, 160cd, 2.2 gamma through calibration. If you don’t get this right, you won’t get results like my screenshots.

  2. Also, the color temperature of My PVM-14L2 is set to 6500k. Since the color profile of guest.r was made based on a Sony monitor of 9300k, So I raised the white point.(0->25)

  3. Furthermore, these settings were implemented in hsm shaders of previous version. Therefore, It is difficult to apply to the current hsm mega bezel. In particular, sharpness could be different. cause as some have mentioned, there is a blurry issue now.

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This is something I will try to fix soon, so the screen behaviour is the same as before :slight_smile:

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But seriously, these particular settings in this Shader Preset look pretty definitive to me! In the vein of preservation, you seemed to have nailed it and passed the Pepsi challenge, at least for me and I suspect most of us here as well.

Will you be willing to share your preset in the standard posting format or as a .slangp file?

Congrats on the release! Thanks a lot for all of your effort and such a wonderful gift to the retro gaming community! :metal: :sunglasses: :metal:

I’m amazed with the great performance saving with this release. Now I can even run an Advanced preset without an heavy fps dips! :star_struck:


I started to migrate to the new shader release along with yet another stunning release from @Duimon graphic presets. Along the way through the N64, I find out that I can’t seem to be able to use flip option in “Tube Static Reflection Image” parameter.

Tried to flip core video output from core settings in ParaLLEl N64 core but there is no such option there :upside_down_face:

So decided to do it through Flip & Rotate shader parameters but that doesn’t rotate the tube reflection image.

Any suggestion? Sorry if there is too obvious solution out there if so I should take a brake. It might be the case I’m pretty overwhelmed with the migration process. There are too many systems! :grin:

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Yeah, why not. If someone needs it, I’m happy too.

And I hope that those who have other models like JVC, Ikegami will also share their presets. :slightly_smiling_face:

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Hi, I think this might be an oversight on my part, just a bug which needs to be fixed. If the rest of the graphics look right side up it is a reasonable expectation that the tube highlight should also be right side up :slightly_smiling_face: and not upside down :upside_down_face:

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Go Go bug squad!! :partying_face:

Keep them coming everyone.

Let’s do some squashing! :grin:

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Tell me about it. :hushed:

I’ve been buried in presets for so many weeks, I felt like I might forget how to create a graphic. :wink:

Thankfully I remembered. :innocent:

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For those of you using non 16x9 screens. Everyone of my ADV and STD presets that can possibly support it are now using the split scaling for the graphics and will automatically fit the screen.

Even 4x3 works. :grin:

If you switch to windowed mode and resize the window… it works well for some casual gaming off to the side. (To create a more productive environment. :wink:)

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I honestly can’t even slightly understand how you guys can manage through all these shaders and graphics all this time :exploding_head:

If it wasn’t for true passion, I don’t think these amazing projects could ever gone this far and scale. I wouldn’t have think of a ‘thanks’ word would remain this bald to express an appreciation :smile:

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I’m looking forward to this!

I’m not sure if it’s a placebo effect but I think I’m now noticing this GTU related “blurring” issue in my Computer Monitor Presets.

Even if I set the Opposite Direction Downsampling Blur to 0, I think I can see a slight blur in my Computer Monitor Raw Preset (which is probably my sharpest preset) in the Options Menu text in Lords of Thunder for TurboGrafx-CD whereas that preset was one of the first of mine to display the text in that menu crisply.

Turning GTU off completely makes the blur disappear and restores the crispness but it’s not as nice looking as before when it was still crisp but with Signal Resolution at 640. Maxing Signal Resolution to 1024 seemed to reduce or eliminate the blur as well. I use this setting to control harshness/aliasing in lower resolution games with higher contrast edges without introducing blur.

I’m going to back track through my Mega Bezel versions until I get back to where the aforementioned menu text was crisp using Computer Monitor Raw, which has the Signal Resolution set to 640.

I’m not trying to fix the issue using GTU settings because I know you said not to do that and that you’ll fix it in the Shader. I’m just trying to confirm whether this is a manifestation of that particular issue or something else, especially when I didn’t think my newest presets were being affected by this until recently.

Thanks again for your yeoman service to this cause, passion and community!

I don’t need it per say but it would be nice to have it formally preserved and made more accessible because of how “official” (authentic) it looks in its current state. I can see some users passing through who might dig that look and want to use it themselves.

As for this, I have a couple presets of my own that may or may not have been directly or indirectly influenced and inspired by these and other sets that you can checkout if you wish. They aim to replicate the imaginary line of CyberLab TV/Monitor models in my head that I use as my reference.

Mega_Bezel_Logo

Mega Bezel is updated to V 0.9.093 2021-12-26 Rev 1

Changes:

  • Negative Crop removed temporarily
    • I’m removing this temporarily while I add the compensation in the chain so it doesn’t add blurring to the crt shader

Download links and Install instructions are in the first post of this thread :slight_smile:

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@HyperspaceMadness

How do I replace the background layer with just solid black?

shaders = "18"
shader0 = "shaders_slang/bezel/Mega_Bezel/shaders/HyperspaceMadness/hsm/hsm-prep-add-params-basic.slang"
wrap_mode0 = "clamp_to_border"
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alias0 = ""
float_framebuffer0 = "false"
srgb_framebuffer0 = "false"
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alias1 = "DerezedPass"
float_framebuffer1 = "false"
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scale_type_x1 = "source"
scale_x1 = "1.000000"
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filter_linear2 = "true"
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alias2 = "InfoCachePass"
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scale_y2 = "1.000000"
shader3 = "shaders_slang/bezel/Mega_Bezel/shaders/HyperspaceMadness/hsm/hsm-prep-intro-basic.slang"
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scale_type_x3 = "source"
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shader4 = "shaders_slang/bezel/Mega_Bezel/shaders/HyperspaceMadness/hsm-guest/hsm-custom-fast-sharpen.slang"
filter_linear4 = "false"
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mipmap_input10 = "false"
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shader11 = "shaders_slang/bezel/Mega_Bezel/shaders/HyperspaceMadness/hsm-guest/hsm-gaussian_horizontal.slang"
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alias13 = ""
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shader14 = "shaders_slang/bezel/Mega_Bezel/shaders/HyperspaceMadness/hsm-guest/hsm-bloom_vertical.slang"
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shader15 = "shaders_slang/bezel/Mega_Bezel/shaders/HyperspaceMadness/hsm-guest/hsm-crt-guest-advanced.slang"
filter_linear15 = "true"
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wrap_mode17 = "clamp_to_border"
mipmap_input17 = "false"
alias17 = "MBZ_PostCRTPass"
float_framebuffer17 = "false"
srgb_framebuffer17 = "false"
HSM_ASPECT_RATIO_MODE = "6.000000"
HSM_INT_SCALE_MODE = "1.000000"
HSM_INT_SCALE_BORDER_MIN_HEIGHT = "0.000000"
HSM_CURVATURE_MODE = "-1.000000"
HSM_POST_CRT_BRIGHTNESS = "300.000000"
g_crtgamut = "0.000000"
g_vignette = "0.000000"
WP = "-100.000000"
glow = "-0.000000"
brightboost = "1.000000"
brightboost1 = "1.000000"
gsl = "2.000000"
scanline1 = "10.000000"
scanline2 = "12.000000"
beam_max = "1.300000"
scans = "1.000000"
spike = "0.000000"
h_sharp = "5.399999"
s_sharp = "0.000000"
maskstr = "1.000000"
mcut = "1.000000"
mclip = "0.000000"
textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;ColoredGelImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;NightLightingImage"
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SamplerLUT1_linear = "true"
SamplerLUT1_wrap_mode = "clamp_to_border"
SamplerLUT1_mipmap = "false"
SamplerLUT2 = "shaders_slang/bezel/Mega_Bezel/shaders/HyperspaceMadness/hsm-guest/lut/inv-trinitron-lut.png"
SamplerLUT2_linear = "true"
SamplerLUT2_wrap_mode = "clamp_to_border"
SamplerLUT2_mipmap = "false"
SamplerLUT3 = "shaders_slang/bezel/Mega_Bezel/shaders/HyperspaceMadness/hsm-guest/lut/nec-lut.png"
SamplerLUT3_linear = "true"
SamplerLUT3_wrap_mode = "clamp_to_border"
SamplerLUT3_mipmap = "false"
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SamplerLUT4_linear = "true"
SamplerLUT4_wrap_mode = "clamp_to_border"
SamplerLUT4_mipmap = "false"
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IntroImage_linear = "true"
IntroImage_wrap_mode = "clamp_to_border"
IntroImage_mipmap = "false"
ScreenPlacementImage = "shaders_slang/bezel/Mega_Bezel/shaders/HyperspaceMadness/textures/Placeholder_Transparent_16x16.png"
ScreenPlacementImage_linear = "false"
ScreenPlacementImage_wrap_mode = "clamp_to_border"
ScreenPlacementImage_mipmap = "false"
ColoredGelImage = "shaders_slang/bezel/Mega_Bezel/shaders/HyperspaceMadness/textures/Placeholder_Transparent_16x16.png"
ColoredGelImage_linear = "true"
ColoredGelImage_wrap_mode = "clamp_to_border"
ColoredGelImage_mipmap = "false"
TubeStaticReflectionImage = "shaders_slang/bezel/Mega_Bezel/shaders/HyperspaceMadness/textures/TubeGlassOverlayImage_3840x2160.png"
TubeStaticReflectionImage_linear = "true"
TubeStaticReflectionImage_wrap_mode = "clamp_to_border"
TubeStaticReflectionImage_mipmap = "false"
BackgroundImage = "shaders_slang/bezel/Mega_Bezel/shaders/HyperspaceMadness/textures/Baked_Frame_Carbonfiber_Background.png"
BackgroundImage_linear = "true"
BackgroundImage_wrap_mode = "clamp_to_border"
BackgroundImage_mipmap = "false"
BackgroundVertImage = "shaders_slang/bezel/Mega_Bezel/shaders/HyperspaceMadness/textures/Baked_Frame_Carbonfiber_Background_Vert.png"
BackgroundVertImage_linear = "true"
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BackgroundVertImage_mipmap = "false"
NightLightingImage = "shaders_slang/bezel/Mega_Bezel/shaders/HyperspaceMadness/textures/NightLighting_3840x2160.jpg"
NightLightingImage_linear = "true"
NightLightingImage_wrap_mode = "clamp_to_border"
NightLightingImage_mipmap = "false"
2 Likes