Mega Bezel Reflection Shader! - Feedback and Updates

I did some testing at 4K of the curvature currently implemented in the Mega Bezel

crt-sony-megatron-sony-pvm-2730-sdr (I think :wink:

They seem to do pretty well at 4K, I’m not really seeing any moire, even on the Atomiswave one (crt-sony-megatron-sammy-atomiswave-sdr)

I wish my monitor was brighter though, it’s not quite bright enough, I think it’s HDR-400

EDIT:

I also took a close shot of my lcd screen, it’s fun to see the “phosphors” which blend together at a human viewing distance

To view any of the images properly, do open image in new tab, then you can zoom in properly

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I figured, lol. Good to know haha

Agreed not ideal to output at the lower resolution because then you’re entrusting the tv or the (already stressed) video card to handle the upscaling.

On the other hand, this is the box I have and it would still be fun to use it on a 65" display (at least some of the time) so I will probably just hunt and peck through the shader repos to find the best looking shader for each core. On some level, in the sense that all of the shaders are about altering the image in some manner, maybe there will be some happy accident where something just looks good even if it isn’t how the shader author meant it to look.

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Yeah, you should totally use it if you can get something that looks good for you. You may want to double check if your video card or tv do the integer scaling.

At the end of the day though, if you like the picture then you’re good :wink:

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While the Megatron set of shaders have shown me exactly how good a mask can look at 4k…

…I never had any complaints about the way @guest.r’s advanced looks at 1080.

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I suspected Megatron would be reasonably hardy to moire because of how it breaks up the phosphors - theyre all quite far apart but it does look like your curvature is performing really quite well - really great work!

Also great photos - really show off your display showing Megatron. I think this will be a running theme for quite sometime with displays: more brightness!

I’ve yet to get this up and running on mine - hopefully I’ll get some time tomorrow!

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Just one thing to note is that the gfx card/integrated GFX may not get stressed by integer upscaling because it’s so simple. It may not need to use the CUs/CUDA cores - probably something like the ROPs maybe able to do this themselves with very little overhead if any.

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Doing a little fix to the 2D Curvature

No Curvature

old 2D Cylindrical Curvature

improved 2D Cylindrical Curvature

You can se the curve at the bottom corners isn’t quite right

3D Cylindrical Curvature (Uses code extracted from Royale) You can see the curve at the corners is more realistic

More extreme 3D Cylindrical Curvature, reducing the 3D View distance

Edit:

I’m going to try swapping in Guest’s latest curvature (Right now the 2D curvature is using a very simple curvature from crt-pi), I think I hadn’t done this before because I thought I could use Torridgristle’s curvature which was super nice, but then I realized that it is discontinuous outside the tube area which is a deal breaker for the Mega Bezel since we use those coordinates for the bezel and reflection.

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Definitely going to try this later tonight I think. I believe that the AMD Adrenaline software does have integer scaling as an option.

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Greetings @HyperspaceMadness, it seems as if the default for HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR has been changed from “100” in the old ADV to “500” in the new Smooth-ADV preset.

Not sure if this was intentional, just putting it out there just in case.

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Yup, that’s expected because since it’s now the smooth preset we expect to see the results of the smoothing without having to change any parameters.

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Okay, thanks a lot. This affected the quality of my presets that didn’t have that parameter set explicitly and I couldn’t put my finger on exactly why they were looking they way they did until earlier today. The scanline spikes at the edges of some graphics returned and it broke my subtle Scale FX tweak.

Look out for some updates to my presets soon. I’ve also been experimenting with setting Phosphor Gamut to 0 and I’m in the process of overhauling my colour correction and gamma in most if not all if my presets.

Hopefully things should be more accurate, more consistent and generally better looking. I’m really liking what I’m seeing so far!

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What is the difference between the different presets (Smooth ADV, ADV, STD, Potato)? Also how do you remove the Bezels if you’re just interested in the presets?

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The main difference is the computer horsepower required to run them well. The smooth has scale fx features that can “smooth” the look of the game.

The potato preset is just essentially an overlay using the scaling features to size the screen perfectly.

If you are just interested in the presets you will be better of using the Guest ADV standalone shader to avoid the Mega Bezel overhead.

With patience the Guest standalone can be customized to look like you wish.

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They are different chains of shaders with varying levels of performance as well as shader options. With Smooth ADV having the most shaders and options and being the slowest performing to Potato having the least shaders and options but being the fastest performing.

I already showed you how to remove the bezels and use my presets. If you would like to use other presets that are not based on HSM Mega Bezel Reflection Shader then you can use the shaders separately in their native versions as opposed to versions which are integrated in HSM Mega Bezel Reflection Shader.

The HSM Mega Bezel Reflection Shader Presets won’t necessarily be compatible though although some aspects might work.

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Well, I think the presets look a bit better than the CRT Guest advanced preset, and i’m not very good at configuring shaders myself.

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HSM Mega Bezel Reflection Shader uses crt-guest-advance as its default shader. Which of the presets do you think looks “better” than CRT-Guest-Advance?

I’m asking this because there are presets from @Nesguy, as well as @Sonkun included in HSM Mega Bezel Reflection Shader which also have standalone CRT-Guest-Advance versions.

There’s also the new Sony Megatron Color Video Monitor Shader by @MajorPainTheCactus that you can try.

Has anyone got the Mega Bezel shaders working on the Xbox Series S? Or are aware of any similar shaders that the Series S supports?

Thank you.

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My concern is if it supports the glcore or Vulkan video driver. If it does then it would probably work. I can find no info. :frowning_face:

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Xbox only officially supports Direct3D as far as I know.

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