Mega Bezel Reflection Shader! - Feedback and Updates

I think this screenshot might have been from when this was in an image. There is a line there now, but I think it may be too faint, maybe it needs to be pumped up, I’ll take a look at this in the next update.

Edit: I looked into this and it got squashed when I put in the colored bezel

Below is an in progress version of adding it back in. It will also be partially driven by the bezel highlight, so as you increase the bezel highlight it will increase a bit as well.

image

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Also a question to everyone using the mega bezel, is anyone use this parameter?

[FRAME] Inner Edge Thickness

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Any change for a 480p games preset?

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No, I haven’t spent any time on this, but it seems like guest venom might be able to something good here from the screenshots he posted for his latest updates, I’ll play with this a bit for the next update

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What screenshots? Could you link?

I was thinking of this:

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Not sure what that parameter does. I couldn’t see any difference by changing it.

Also thanks for adding the highlight line back. Makes a big difference visually for me, there was always something missing with the updated version and i think this was it.

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Nope :grin:

I have something to show tho…

SEGA Genesis 4K vector. (Actually 8000 x 4500)

By far the toughest one yet. (Lot’s of detail on the control panel)

I started with a fairly accurate representation of the Genesis and then took some liberties with placement to put the architecture where we can see some variety. (Not a lot of color going on, and it was kind of boring)

I also kept everything somewhat lighter that reality.

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I just wanted to mention, regarding the slowness I mentioned before with Dr Venom, that I think a Geforce 1060 Max Q is just not enough. Having said this, I changed the aspect ratio to 4:3 and without the full screen background I do reach steady 60 fps, I use plain old overlays for backgrounds now. I’m on 4K resolution btw.

Looks awesome, I love all the details!

It’s definitely a tricky one with the asymmetrical details and the logo & circular element being right in the middle.

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Great work, tell us when its available to download.

Also its would be great to make different aspect ratio presets of the ones that are already done, so you can just select one or other and fit depending what system you playing and even what game, some 480p support widescreen resolutions in some games.

One thing that is different from this artwork and standard Overlays is that it is a solid background… there is no cutout for a bezel. This was a part of my mission originally, (before I started creating vector versions of them so they could be scaled) Technically you could make the bezel any size you want and it will still work. I am also keeping this in mind while I create them…

as you can see in the above sample, (download if you wish :grin:) You could make the bezel even 1/2 the width of the screen, at any ratio, and it would still look OK.

While I could move the pieces around to cutsomize different resolutions and ratios, I don’t plan on it.

I do plan on making standard Retroarch overlays and also Rocketlauncher Bezels. When the time comes they will all be released. While I am in no hurry to finish them (my plan is to wait until the shader hits the repo and release instructions and presets, so they are essentially drop-in.) I am open to releasing just the artwork as I go. Seems like everyone is getting a github page these days so I will probably do that very soon. :grin:

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Are there any plans to make a ntsc-adaptive or royale-ntsc-composite version of this?

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I was actually playing with the ntsc-adaptive last night. I’ll probably include a guest-venom preset with ntsc-adaptive included.

I also started playing more with the different de-dithering shaders and I’m getting better results from gdapt than cbod, so I’ll probably switch to this in the shader.

I may end up leaving extra passes in the preset but commented out so people can easily switch from GTU to ntsc-adaptive, or from gdapt to cbod by commenting the passes currently in use and uncommenting the other passes.

In general having a bunch of different versions is a challenge as it can become a mess. When I’m integrating stuff in trying to do it be putting it into the same chain with parameters to turn on/off.

At the same time swapping between different shaders with a parameter is not easy as it forces you to make a shader which combines both shaders.

So something like ntsc-adaptive vs GTU may end up having to be different presets.

A question for everyone, any thoughts on why people like ntsc-adaptive over GTU or vice versa?

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Just wanted to say thank you! This Shader is outstanding and pushes the boundaries of CRT like gaming. Super excited!

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@Raikkoh

Just wanted to mention.

I think what you’re referring to may be that some cores (Dolphin for example) support more than one console, and one of these may be widescreen. I do plan on releasing a Wii graphic, and a PSP graphic. While some people are intent on using as much of the screen as possible for output, I think the beauty of this shader justifies it’s use on widescreen games too. Even with the loss of some screen real estate.

That being said. As has been mentioned in this thread, you will have to either choose independent (possibly inferior) cores, split your cores as I have been doing, or create potentially hundreds of game presets.

I will leave that choice to the user, info on splitting cores is available on the forums. :grin:

Edit: Content directory presets solve these headaches. Thank you to the Devs!

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If you keep your games in separate folders. You should be able to make overrides per content directories, so possibly no core splitting.

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Interesting. Does it matter where the folders are? I would hate to be tied to directories within the RA root.

How would this be managed, as to shader presets? Create a preset>load it in a game>create content directory override? I have never worked with this type of override.

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You know when you scan content directories for systems to populate in RA? So if you separate you game systems into individual folders this will work. Yeah I don’t think it cares about RA’s root directory.

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I have never actually done this, I don’t use RA as a front-end.

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