I love it ! I still think a blurred image of the game would be a nice effect to have when the Retroarch menu is displayed, it would make the menu text “pop” better !
When using “Crop Oversan Left” to hack out a screen placement issue with “Adventures of Lomax” on Beetle PSX HW core, the CRT rotation changes back and forth from horizontal to vertical. (The artwork changes to reflect this) It could be related to screen resolution changes because it happens during scene cuts.
I am using guest-dr-venom. Is this still the scaling bug or something new?
This is an interesting idea, it might be helpful.
One thing I want to avoid is unwanted noise in the names which make it harder for the user to scroll through them and read them quickly, as there are so many parameters already that it is a real eyeful already ;).
This is probably not new, basically the cropping effectively adjusts the core aspect ratio in terms of number of pixels horizontal/vertical which is what determines what the automatic orientation thinks is horizontal or vertical.
Edit: I think the best way to fix this would be to do the calculation of horizontal vs vertical before the cropping so the cropping does not affect the it being horizontal vs vertical.
I know your busy but it might be a good idea do a write up about what all the settings do and add them to the first post, as some of the reflection settings are kind of abstract and hard to tell what they are doing, imo. I mean there’s like 40 or so settings between the reflection, frame, and bezel. (Though most of the other settings are pretty easy to figure out.)
It’s just a thought, I feel like the more complicated shader the more it benefits from a read.me, lol. I know Royale could really benefit from one besides the book that exists within it’s code. And guest-dr-venom’s is currently out-of-date. (At least last time I checked.)
While not exactly what you’re asking for…
This thread Mentions adding custom per-system wallpaper. A blurred wallpaper could do what you ask.
Thank you for the link ; but the idea would be to have the current game screen blurred…
Overlay image and shader preset for PVM. My screens are 768p, so adjustment may be needed if you have a higher res screen.
Thanks, my screen is 1080p but I imagine the part of your preset that I was curious about will be fine.
I was mainly concerned with the actual reflection settings you had as it’s more vibrant and visible then what I was achieving playing with the settings.
Thanks!
Pressing spacebar or retropad-start should return it to the default value.
That’s great to know, I’ve just been reloading the preset when I get the settings too out there and can’t figure out how to get them back to default.
The only settings I modified was the screen scale, I didn’t touch any other setting for the shader.
Hi @lilbud,
it’s very interesting that you have a completely different approach on how to realize overlays with the shader. You use the overlay feature from RetroArch. The RetroArch overlay is applied on top of the shader. That’s why you cut out the area where the the HSM’s generic bezel and frame are created.
When you take a closer look at my screenshots from April, 23rd (the ones with green and amber screens ), you will see that I used 2 completely different ways to realize the reflecting bezels.
For the first one with the Sony monitor I used this png:
As you can see I didn’t cut out the area for the generic bezel. Instead I used this picture as background image of the shader (you can easily define a custom filename by editing the slangp-shader preset with a text editor; the picture has to be located in the “textures”-folder right here: \shaders\shaders_slang\crt\shaders\HyperspaceMadness\textures
)
Now the reflection bezel is being generated on top of my image. No need to cut out the area, as the shader generates an output area that covers everything which is below. Next I removed the frame thickness by setting it to 0, and I set “blend color with image” to 1.00, as well as the bezel opacity. So NO bezel or frame are visible, with the result that the reflection appears on the original frame of my background picture, which makes ít look really realistic. Of course it’s a bit tricky because you have to match the geometry of the (invisible) generated bezel to the real bezel. It does not work out very well every time (with all my overlay images), but when it does, it looks amazing!
When you take a look at my other screenshots: I did not succeed to match an invisible bezel with the “natural” bezel of my green monitor setup, so in this case I just used the generated bezel as “overlapping overlay” and tried to match its color, so it fits the rest of my background bezel.
For my amber image on the other hand, I managed to fit the bezel very good, so that I could keep the original bezel while setting to generated bezel to “invisible”.
I’m not sure if anyone will completely understand what I tried to say, so in this case please take a closer look at my screenshots and how the bezels look like. You will find a great difference between the bezel reflections of the Sony and the Amber monitor compared to the Green and the wooden monitor.
Anyway, it’s amazing how many possibilities the vast amount of parameters from HSM’s reflection shader is offering. It’s incredible! That’s why I must say again: @HyperspaceMadness is legend!
yeah, that pvm image was the first one I made, using a screenshot from a youtube video as the pvm frame. It wasn’t as high quality as I would have liked.
The second one using the generated bezel because that was a better method than having the bezel in the overlay and having to result to weird transparency to get the reflection to show through.
Yup. According to your setup files you sent @Syh you still use the RetroArch overlay feature, and not the BackgroundImage
or OverlayImage
from the shader. That’s what I wanted to point out.
I started using RetroArch overlays a long time ago, but stopped using it because of missing automatic aspect ratio functionalities (I use my setup for different monitors and TVs with all kinds of resolutions and aspect ratios). And trying to fit all variations with pixel-exact viewport sizes was a big mess
Now HSM’s reflection shader does it all for me
I have a JVC broadcast monitor here if anyone wanted me to take pictures of it to use a a overlay
Nice! Glad it’s working for you.
Just to mention if it’s something anyone needs, if you set the background image scaling mode to 0 (Auto) all the textures background and overlay will scale with the screen. So if you make an oversized texture it can be used with all different monitor aspect ratios
When I set the image scale to 0, the background image displays past the screen top edge and loops to the bottom. Can the bezel be adjusted independently of the background? Because I think that causes the issue.
Making the image part of the shader makes installation easier, but the bezel doesn’t look as natural as it did when I made the image the overlay, since the tv overlays the bezel, the bezel actually looks like part of the tv as opposed to being on top of it.Can you post an image of this so I can see what it might be? To get the image to scale correctly to the tv tube you want to adjust [BG IMAGE] Tube Height (in Texture) until it fits.
Right now when the image runs out it will start to wrap, I’m not sure if this is what you are seeing or not.
Look at the bottom of the screenshot he posted that’s where it’s wrapping the top of the image down to the bottom. The gray bar and different wood texture at the bottom is it wrapping, which you did mention wrapping and this may be it.
This may not be what you were asking though, if so sorry.