Mega Bezel Reflection Shader! - Feedback and Updates

Mission Accomplished, sort of. :smile:

2 Likes

Let the Ambient Bezelight shine!

That’s the ultimate filler to take care of empty space while using integer scaling, and my ultimate retro wish :heart_eyes:

2 Likes

Hey, I boot Super Mario 64 but I got a screen flickering, turned ON anti-flickering in shader parameters, but now I have some strange ghosting effect, is there a fix for this?

1 Like

What core, video driver and shader are you using?

2 Likes

This kind of flickering is probably not meant to be dealt with the anti-flicker (this is more for the flickering shadows in genesis games).

I have heated of some problems people have had recently in retroarch with flickering, possibly related to VSync

I would second @hgoda90’s request about core and driver. Also what version of retroarch are you using?

2 Likes

Thought I’d share my settings for vector games. Not perfect but I feel like they’re almost there. Wish I could make the lines even brighter without affecting any of the black though, that’s all I think it needs.

post_br = "1.300000"
pre_bb = "2.000000"
g_gamma_in = "2.800000"
g_gamma_out = "2.200000"
g_signal_type = "0.000000"
g_crtgamut = "-1.000000"
g_space_out = "-1.000000"
g_cntrst = "0.300000"
g_mid = "0.200000"
g_lift = "0.010000"
wp_temperature = "6504.000000"
glow = "0.200000"
SIZEH = "50.000000"
SIGMA_H = "15.000000"
SIZEV = "50.000000"
SIGMA_V = "15.000000"
bloom = "2.000000"
blendMode = "0.000000"
brightboost = "2.000000"
scanline1 = "4.000000"
scanline2 = "4.000000"
beam_min = "1.100000"
vertmask = "-0.500000"
scangammaoffset = "0.800000"
h_sharp = "3.000000"
shadowMask = "6.000000"
maskstr = "0.400000"
maskDark = "1.000000"
slotmask = "0.500000"
slotmask1 = "0.900000"
slotwidth = "3.000000"
double_slot = "2.000000"
4 Likes

Looks pretty nice! :star_struck:

Are you using FB Neo’s high res mode?

One thing I noticed with the vector games is I had to increase the global reflection among to see much reflection

3 Likes

Wow! This brings back so many memories! Looks awesome!

1 Like

I am have Alternate Render Method enabled and 1920x1440 in the MAME core options, called out in it’s own .opt file for each of several vector games I have so it takes effect automatically on load of those specific games

4 Likes

It really looks great, I didn’t realize you could do this, thanks for showing us :slight_smile:

One thing I’d like to achieve at some point is to get the extra bright points where the lines converge, or lots of lines are close together :slight_smile:

2 Likes

Thanks! I’ll give it a whirl.

I look forward to hue cycling/background lighting as well.

1 Like

Retroarch version? 1.10.3! Core? Nintendo - Nintendo 64 (ParaLLEI N64)! Core Version? 2.0-rc2! Video Driver? Vulkan! Shader? Default Reflection Shader settings, just tweaked to skip intro.

Flickering in action below:

1 Like

Load the game and go to Options. Set GFX Plugin to angrylion. Reset Retroarch and load the game again than everything should be fixed.

Edit: To be able to change the resolution use the Mupen64Plus-Next core instead. It works without any setting changes needed.

4 Likes

It worked! I would never imagine this issue was due driver plugin, I thought it was either Shader Settings or some GeForce Experience configuration. Thank you! Super Mario 64 Multiplayer with this Bezel is just AMAZING, I’m really happy =)

3 Likes

If there is a graphical issue in the game typically it is either the video driver or the Core’s video settings.

3 Likes

N64 RDP etc. plugin architechture is a thorn in our Mega Bezel side. No other core has these features.

You have no idea how much work it has created for @HyperspaceMadness. We almost had to resort to software rendering just to get the core to display anything at all.

It was very strong magic @HyperspaceMadness worked to get it to run.

Wizardry beyond belief. :astonished:

5 Likes

Hello, my friends. May I ask - is this wonderful shader pack still going to be added to the main Retroarch download package?

Forgive me if I missed a post on this! Wishing you all well :slight_smile:

2 Likes

Yup, it will probably be added sometime soon :slight_smile:

8 Likes

So more post brightness is making the blacks less black?

I think the brightened blacks are coming from the grade black level (g_lift). So if you increase the post brightness then reduce the black level you should be able to get a higher brightness without washing out the blacks too much.

Seems like having a smaller ui increment on the black level parameter would help increasing the post brightness and reducing the black level. For now you could just put in a smaller value for g_lift in the preset file even though the ui won’t let you, E. G. g_lift = 0.002

I should probably add a parameter which would control a correction on the black level related to the post brightness so you could adjust the post brightness without affecting the effective black level.

5 Likes

Wow, these shaders are amazing. A bit overwhelming in terms of the amount of options to mess around with but I’m willing to learn and figure it out. Kudos to OP for making these.

I’m currently using @Duimon’s console based bezels and they look amazing. I want to add on top of that though some settings changings for myself. I’m trying to emulate a Sony Trinitron or Megatron as accurately as possible. when it comes to colors, masks, gamma, noise, etc. Anyone know where to start to get this done? I’ve noticed some parameters that aim to make this process easier but there’s a lot of other settings to choose from as well. Not sure what some of them even do.

Thanks again for your hard work. More people need to see this!

2 Likes