Thanks for testing, this is what beta is for! I’ll fix this, I just need to adjust one of the masks.
Very Cool!
Note: For anyone who is doing something like this where they are putting a reflection over top an existing background, If you want to control the masking of the reflection with a texture you can put a copy of your background texture (with the area where the screen and reflection should appear cut out) as the overlay texture.
I did it a different way. This is the overlay. I removed the background and just scaled the bezel to fit the overlay. Brighten up the color a bit and it all looks fine.
That way, I can keep the full reflection without having the overlay (with the bezel) mask it out
Turning on interlacing can remove the banding, but then interlacing comes with a bit of flicker
PS1 is the only system that has problems with the banding, probably due to using a non-integer scale
The Banding is really directly from the crt shader and how much curvature is used, so the same thing should happen with the original shader. I haven’t updated to Guest’s new Guest-Venom shader, the banding could improved there as guest’s new interlace shader seems to generate some nice results for 480p content. I’ll be integrating this new version probably this week. You can also try Easymode which might result in less moiree pattern.
The sharpness code has also been updated, at least I’m pretty sure you haven’t updated since he did that.
EDIT: Make sure to pull from the repo for the update, as he just updated the interlacing and some other minor things a couple of days ago.
So. I…
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Installed the bezelproject port on my Windows PC.
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Downloaded all the Playstation Bezels.
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Copied the PNGs to my images folder in retroarch and set one as a background in my Playstation preset.
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Set the parameters to use the generated bezel but used non-iteger scaling % to cover up the bezel in the art.
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Copied my preset to the images folder and renamed it with a preceding underscore to keep track of it.
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Downloaded gsar.exe and put it in the images folder, also renaming it with an underscore.
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Edited the preset and replace the image name with a placeholder. (I actually named it “placeholder.png” because I new that “placeholder” was nowhere else in the text.)
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Wrote a simple batch file that replaced “placeholder.png” with the filename of each PNG and output a *.slangp also of the same name.
And BAM! Copied the presets to my preset folder and instantly 1897 game themed presets.
Takes a little setup but works like a charm and by saving the batch script, can be redone even now if the shader is updated.
I will not use this myself but someone seemed interested.
for %%a in (*.png) do ( _GSAR.EXE -s"placeholder" -r"%%~na" “_Beetle PSX HW.slangp” -f “%%~na.slangp” )
The above is the script. I have it named “_MakePresets.cmd”. It will need to be edited with the preset filename.
Hi, I am total noob to retroarch and after seeing your shader with the vertical bezels from Arsinvictus I decided to give it a try. As my setup is portrait monitor in pincab ( retroFE coinops)
Now I got a MAME ROM running and the overlay working, but when I tried to get your shader in I got stuck. Arsinvictus had some shaders which I copied into the shader directory and got the scanlines and stuff to work when loading presets. I copied all your shaders stuff into the directory, but when I try to find the load preset I can’t see anything (no item).
Just wondering what should I do. I have been googling myself silly to see how to install shaders but I just don’t get it.
So hope you or someone here can help or point me into the right direction.
Thanks
Do you have Retroarch set to the vulkan video driver?
If not go to settings/drivers/ then set video to vulkan and then try. This is most likely the issue if the shader isn’t showing up as an option to use.
Great that worked.
I do need to get used to saving config files and restarting retro arch for those setting to take effect. But it did solve the issue.
And on that note, wow amazing shader. It really brings the whole thing together.
Thanks again.
New version of the Mega Bezel Reflection is Up! V 2020-04-19
Changes:
- Guest-Venom Shader Is Updated
- Royale Bezel Reflection version available
- 3d Curvature Added to all - Set to 2D by default for performance
- Fixed overlapping issue @Duimon found
- Tybe glass texture is now warped with the screen curvature
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Old presets will need to be updated
- An additional pass was added to hold a cache of the curvature calculation
- Some Parameter names have changed
To come:
- 3D Frame to go along with 3D tube
- Fixes for when Cropping is used
- Geom-Deluxe Version
Updated Guest-Venom with higher res core
3D Geometric deformation of the screen extracted from Royale
Lots of Curvature!!!
Cylindrical Curvature in Mode 3
X Scale added on top of cylindrical curvature to make it wider
Curvature on Vertical tube
Tilt
Game Boy Advance in tilt mode!
Important notes about 2d curvature vs 3D curvature
When using 2D curvature you set curvature mode to 0 and set the long axis and short axis values like you did before
When you use 3D curvature, you set Curvature mode to 1-3 and set the 2D/Extra3D Curvature to 0
If you are using 3D curvature you should use the 3D Radius & View Distance first and then add extra curvature with these extra two parameters, then correct the scale with the curvature post scale
Here’s an extreme example the additional curvature used
This is some wild stuff. Great job.
Having the cylindrical curvature is really going to make lilbud’s PVM overlay look good.
Can this release work as a standalone of do we need to update the slang shaders?
I don’t think you will need to update any shaders outside of what’s in the package
I may be wrong but couldn’t you use a .h file or .inc, (I can never remember which one, maybe they are interchangeable) to hold the curvature calculations (if thats all the extra pass is doing is holding calculations and not actually applying them right that second)? If you’d like an example check out the slang version of the ntsc shader, it’s split up into multiple .inc files holding calculations.
Regardless the new curvature stuff looks great!
Yeah the 3d deformation from Royale is really neat.
We might be able to try the hdr reflection idea thing @JonnyTenebrous mentioned.
You are right, the .h and .inc they seem to be interchangeable.
one of the reasons it’s in its own pass is because it’s storing the curvature for each pixel in the viewport of what the curvature calculation is from the parameter values the user has set.
It would be awesome if it was only recalculated when the parameters changed, but I’m thinking that this might not be possible. @hunterk, any thoughts on this?
@hunterk ask and you shall receive
The only problem I run into is making the mask/scanlines look good at non integer scales (all my monitors are 768) but I don’t think there is a resolution that will produce an integer scale with this overlay and image size required.
Sidenote, does anybody here actually have a PVM to compare against? I’ve only seen pics and YT videos.
Yeah, looks great. The moire is a drag, but yeah, I think it’s par for the course at 720p, unfortunately.
I have a couple of PVMs, yeah, and this looks quite legit. The spherical curvature really bugged me before in a “well aaaaackshully” sort of way but having the straight sides goes a long way