Mega Bezel Reflection Shader! - Feedback and Updates

It’s libretro Beetle PCE core. Beetle PCE (v0.9.48 f9264be) to be precise.

And this is what’s inside of Beetle PCE.opt file in \RetroArch\config\Beetle PCE directory in case it gives more idea about the case. I didn’t make any custom setting change in RA core settings menu so it has to be default settings;

pce_adpcmextraprec = "10-bit"
pce_adpcmvolume = "100"
pce_arcadecard = "enabled"
pce_aspect_ratio = "auto"
pce_cdbios = "System Card 3"
pce_cddavolume = "100"
pce_cdimagecache = "disabled"
pce_cdpsgvolume = "100"
pce_cdspeed = "1"
pce_disable_softreset = "disabled"
pce_h_overscan = "auto"
pce_hires_blend = "disabled"
pce_initial_scanline = "3"
pce_last_scanline = "242"
pce_mouse_sensitivity = "1.25"
pce_multitap = "enabled"
pce_nospritelimit = "disabled"
pce_ocmultiplier = "1"
pce_p0_turbo_I_enable = "disabled"
pce_p0_turbo_II_enable = "disabled"
pce_p1_turbo_I_enable = "disabled"
pce_p1_turbo_II_enable = "disabled"
pce_p2_turbo_I_enable = "disabled"
pce_p2_turbo_II_enable = "disabled"
pce_p3_turbo_I_enable = "disabled"
pce_p3_turbo_II_enable = "disabled"
pce_p4_turbo_I_enable = "disabled"
pce_p4_turbo_II_enable = "disabled"
pce_palette = "RGB"
pce_psgrevision = "HuC6280A"
pce_resamp_quality = "3"
pce_scaling = "auto"
pce_show_advanced_input_settings = "disabled"
pce_Turbo_Delay = "Fast"
pce_turbo_toggle_hotkey = "disabled"
pce_Turbo_Toggling = "disabled"
pce_up_down_allowed = "disabled"

Anytime :relaxed:

Btw,

I guess there is a typo with 2020 :thinking:

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@HyperspaceMadness

I’m having a little bug when I load a game in ParaLLEl, I have a white screen (it covers the whole monitor) for a second when the game starts. This bug started with the version for Retroarch 1.9.1.

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I’ve tried without shader and with CRT Geom, it doesn’t happen. In Super Mario 64 the white screen happens when starting the game and a moment after Super Mario 64 logo (using HSM).

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Ok I after some back and forth (I’ve deleted these posts to reduce noise) and testing by @JHorbach1 it seems proven to me that the core is outputting a 0 resolution for an instant.

In this scenario the best I can do is to just make sure it blinks black instead of any other color.

Edit: If I end up adding Original as an option for scaling in Retroarch for the pass scaling type this could be fixed at that point.

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I’ll update Retroarch just for sure, the core is already updated. If anything changes I will edit this post.

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Trying out the new HD-Core presets and it’s going very well so far. I was using the Advanced preset with Shader 14 Scale set to 1, which got past the resolution issue as previously discussed.

As I was trying out different games I noticed some performance drops. Blast Corps being a good example, it was a bit of stuttering mess. I’m using Mupen64Plus-Next with the ParaLLEI plugins, at 4x scaling. I thought it might be a plug in issue as the N64 is messy like that but wasn’t getting good results changing those around in the core settings.

However, I loaded it up today, changed the shader over to the HD-Core Advanced preset, from the experimental folder and it’s running perfectly now. I guess the reduced number of shader passes on the new presets plays nicer with it and I can stick with the ParaLLEI plug ins.

Just wanted to give some initial feedback, specific to what I’m doing right now. Great stuff!!

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Great update! I have some questions about the HD/downsampling presets. Is the idea to use the downsampling presets when using cores with high external res? Like if you were to bump the internal resolution on the psx core for example. And if that is the case, it probably doesn’t make any sense to use these with 240p cores like nes, right?

Since some of these systems, and even games within the same system, have different internal res, it would be neat if there was a way to force 240p at all times for a more consistent look.

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Yup that’s right! :slight_smile:

You could do this, but I’m not sure you would like the results, because if you downsample something that is small normally you are going to get smearing when you should have sharper lines.

If you change the resolution in the preset to 240 you can see if you like the results :slight_smile:

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Dear HyperspaceMadness, could you please name every release according to release date? This would help me determine whether I missed a release. Thank you. :+1:

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You mean like this?

Mega Bezel is updated to V 0.9.06 2020-04-15

Are you talking about the folder or files?

When I download the release from your OneDrive account, It is simply named HSM_Bezel_Reflection.zip. If it were named something like, “HSM_Bezel_Reflection 2020-04-15 v2.zip” would make it clear. Thanks for listening.

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Ok yeah I understand what you mean. Unfortunately I can’t do exactly that, because if I change the file then the download link would have to change.

I can rename the folder inside if you think that would be very helpful…

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I understand the issue; that’s a good solution. Thanks!

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I am sorry, but the installation instructions are very confusing and nothing is working. I am on 1.9.1, and it states:

  • Load a preset in the shaders menu, mega bezel shaders are found in:
    • shaders/shaders_slang/bezel/Mega_Bezel/Presets

But after unzipping the shaders folder into the RA directory, this folder “bezel” doesn’t exist, but instead there is only HyperspaceMadness in the shader root folder. It also doesn’t say what to do with the “Presets” folder that comes at the same level of the shaders folder in the ZIP.

Then, even if I set driver to Vulkan, and AR to 16:9, and Integer Scaling OFF, none of the shaders in the HyperspaceMadness folder show up in Retroarch at runtime (but the default slang shaders do). If I also get the Reflections examples archive, those do show up, but then “fail to load”.

Could you tell me what I am doing wrong?

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Sorry about this, the installation instructions hadn’t been updated, they should have said:

  • Inside the .zip is a bezel folder, copy the bezel folder into your Retroarch/shaders/shaders_slang folder
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Thanks that did the trick, just one more question, why are the scanlines here now going over the bezel, and they are horizontal even though it’s a vertical game and according to description this would normally be set automatically by the Venom-Guest shader? I was unsure at first how to get the right screen orientation, so I set the screen rotation in RA’s video settings and then “Rotate CRT” on in the shader settings. Is this the wrong way?

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This is pretty unexpected, what preset are you using?

I would suggest not setting rotation in Retroarch’s Video Settings. What does it look like before you did this?

If I don’t touch any of the rotation settings either in RA/core or in shader and just load up a vertical game then it looks like this (Vulkan, Integer Scaling OFF, AR 16:9). Could it be an issue because I have a 1440p display (RA also set to that resolution)?

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I mean a screenshot after the shader is loaded, but keeping default retroarch rotation settings

This is MBZ2 Standard DrVenom, but no change with the other ones I’ve tried so far. (Horizontal games seem to be fine, but also have the issue with the scanlines going into the bezel)

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