If you are talking about the blue lines, then yes, HSM has fixed that. It looks very pretty now!
Oh, and thanks for the side by side comparison. Looking at it, I feel pretty good about my transparent joystick and buttons.
If you are talking about the blue lines, then yes, HSM has fixed that. It looks very pretty now!
Oh, and thanks for the side by side comparison. Looking at it, I feel pretty good about my transparent joystick and buttons.
That’s great to hear, can’t wait for the release. I’m fully occupied this weekend with the new goodies from both of you guys
You really should be and “good” is really not enough expression for it, it is GORGEOUS!
I believe the first image on top has an inaccurate bevel effects all around the buttons, texts and details. I have double checked on the internet and your implementation is identical to the original hardware where it has concave details instead of convex. Great piece of artwork
@HyperspaceMadness Btw, I was wondering if the new set of shaders have a different bezel approach for handheld systems.
Somehow I think it’s all about the lighting trick there fooling the eyes in that particular image. Because even the bottom part of the console, where the SNK logo stands is looks like curved towards the camera which would be really questionable design decision to have there.
So it does and it doesn’t… .
All the presets will have much better & easier to use dual screen support.
The STANDARD preset will work very similar to the released one and have better dual screen support.
The ADVANCED preset can be set up so that the image for the handheld can scale along with the screen, while having an independent background behind the handheld.
Will there be plasma TV shaders with the new set?
Hmm, There’s no shader specifically for that in the package, I’m not sure what a plasma shader would look like…
Sorry for the confusion. I meant flat screen without edge curving.
Btw, does your shaders are actually referencing the PVM monitors? Bezels on your shaders are very like the ones from PVM monitors.
Hi, so this is already possible by adjusting the curvature parameters in the shader, if you adjust the corner size this will reduce the rounding at the corners as well to create a sharp corner.
When I created the generated bezel effect I did look at a lot of different monitor bezels including PVMs to try to find something that would look ok.
Oh my! I should have toying more with all these parameters. It’s all because the shaders was that good I didn’t even bother to nudge it instead, jumped stright to ask such thing like a total noob
It really looks great and with reflections on top it skyrockets the joy.
Here’s a sneak peak of the new dual screen feature and some ways it can be adjusted, this should all be in the update this weekend
Very nice. Is it me or do the reflections look different? They look more… like glass. Or maybe it is just the game.
I think it’s because the reflection isn’t fading much before it reaches the frame and stops completely. THis might just be because the bezel is smaller but I need to investigate what is causing this effect, it might just be that the fade out needs to be set smaller, or perhaps should be automatically scaled smaller when we are in dual screen mode.
Here’s the single screen where we can see that the reflection fade out makes it look less like glass.
Ah okay. I’ll be honest though I kind of like the look.
Yeah if you like it, all you need to do is increase the reflection radial fade distance parameter (I think that’s what it’s called)
Thank you, HyperspaceMadness. This all takes work and I want you to know that, as much as I can, I appreciate your hard work. Thank you! Would you like to discuss some of the changes coming up? It might temper expectations.
Hey @HyperspaceMadness, is there a possibility to use the “Fake scanline” feature in a separate shader ? I love the effect and I want to use it on a secondary mini-PC for Flycast but the mini-PC is too weak for a whole shader preset.
In my “Misc-Overlays-Borders-Bezels” repo is a scanlines folder that contains a scanline image based on CRT-Geom. (It has all the slot-mask etc. elements.) I use it on my android etc, devices. All I do is place it under an overlay, covering the screen area, and play with the transparency. I find that somewhere between 60% and 30%, depending on my mood and the core, looks pretty good.
Thanks Duimon, I just tried it and it seems really good !
Edit : it’s exactly what I was looking for. Thanks a lot !
My last post was actually my first post, so I can’t edit it because it isn’t approved by the moderators yet, but I just wanted to add this real quick. I figured it out by investigating the log file (as far as I know, I’ve only tested a few shaders so far). I did have the folders set up wrong. I figured out that the presets were directing the emulator to search for a preexisting Retroarch shader Blur9x9, which is in the blur folder that comes already baked into Retroarch. I moved the bezel folder that comes with the HSM Mega Bezel Reflection Shader into the same folder the blur folder is in (Retroarch’s shaders_slang folder) and everything worked.
Apparently the only folder we actually need is the bezles folder, which belongs in the Retroarch’s shaders_slang folder. I don’t understand these instructions from the original post: “Inside the .zip is a shaders folder, drop this shaders folder directly over your existing one and everything will go into the right place.” It did not drop in to the right place when I did this. It just put the shaders folder from the zip inside the Retroarch shader folder. Maybe I did something wrong. I’m not certain. I am pretty proud of myself for figuring it out though. I’ve never used a log file to track the source of an error myself before.
But anyway, that’s how I fixed it and these shaders are really impressive. I’m blown away by the reflection effect. Great job man!