Mega Bezel Reflection Shader! - Feedback and Updates

Hello! I have a little problem… When I want to play arcade games in 4:3 aspect I have no problem… as seen in the image below… the game runs perfectly and the background image looks fine.

Now the little problem I have is with shooting games. When starting the game, the screen automatically puts it in the aspect ratio of the shooting game I use, in this case the game is Dogyuun, but the same thing happens to me with all shooting games… for me this ratio is perfect aspect… but… my little problem is that it doesn’t detect the background image that I put in the game and by default it shows the black background image that you see below…

My question is what should I do to see the background image in this aspect ratio? By the way, here is an image of how I have the configuration with which I load the shader.

That’s the little problem I have with the background image.

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For Vertical style games the Background Image is set as BackgroundVertImage. So just change BackgroundImage to BackgroundVertImage in the file.

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Thank you!!! Now it works wonders!!! :star_struck:

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Yeah, you can also set both BackgroundImage and BackgroundVertImage to the same thing and the background will stay constant.

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Hello, remind me how is the configuration for vertical games in FBNeo please. Game: 1942 Video Scaling: Integer Off / Aspect Ratio Full / Crop Overscan On

When applying shader aspect ratio vertical and in the Core options I activate the Vertical mode, it looks like this

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So what you want can be achieved by:

And for FBNEO turn off vertical mode.

One last note is that you need to set the Rotate CRT Tube parameter to 1

In the presets/variations folder there is a preset already set up like this named FBNEO-Vertical__STD.slangp

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Don’t forget Flip Core Image Vertical and Horizontal have to be set to 1 as well.

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Thanks a lot. Rotate CRT Tube is what I needed

when applying this, I get upside down

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On my end I have to set both to 1 because if I don’t than it’s upside down. Found that you only have to do it on select games, ie it had to be done for Dig Dug but not 1942.

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only with the configurations in retroarch, when launching the game it looks like this, before applying shader

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Load the Shader Preset, apply the correct settings to rotate the game then Save the preset as a game preset.

If you keep all of your vertical games in the same folder, you can save a Directory preset instead.

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I see that “Up” is on the left and in my case “Up” is on the right. I have not been able to try another game

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Yeah, I tried Donkey Kong and it was the same way as Dig Dug. I did do the 1942 game and it was the same way as you had it. I think it is a game by game situation.

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I found this and it will help me to generate an exclusive folder for that type of games

(It’s from 2020 but I don’t think much has changed so far.) (user Rion) https://drive.google.com/drive/folders/1OaPlolp84jjTCRHq84-mbLgGwazHP2nz

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Mega_Bezel_Logo

Mega Bezel is updated to V 1.0.003 2022-07-28 Rev 1

Changes:

  • Updated to the latest guest release: crt-guest-advanced-2022-07-27-release1
  • Changed Guest mask size to 1 by default so that there isn’t inconsistency using guest settings in the Mega Bezel
  • Adjusted the default SMOOTH-ADV scaling parameters for a sharper smooth look:
    • HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 300
    • HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125
    • HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0
    • HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0
  • Added Shift Sampling Relative to Scanlines to shift the image relative to the scanlines
  • The ScaleFx settings now only appear on the SMOOTH-ADV preset nearer the bottom of the parameter list
  • Fixed Double image when using cropping in NTSC presets reported by @JHorbach1
  • Updated to crt-guest-advanced-2022-07-17-release1
    • Includes Scanline Gamma
  • Tube Gel and Diffuse Fixes
    • Gel is now mapped to the tube, independent of the black edge
    • Added a feature to add a bit of tube diffuse shading to the GEL this should make it look a little more natural
      • [ TUBE COLORED GEL IMAGE ] > Normal Multiply by Tube Diffuse Shading
    • HSM_TUBE_BLACK_EDGE_LAYERING_MODE has been removed as it’s not needed anymore
    • CRT Multiply blend mode now works better when there is extra tube thickness
  • Changed HSM_TUBE_DIFFUSE_IMAGE_SCALE to 120 by default to have a less rounded look
    • If you want a stronger rounded shaded look reset it to 100
  • Fixed Scale discrepancy when using the Cab Glass Image
  • Added Shadow Opacity param to control shadow being applied to the static tube highlight

HERE ARE THE LINKS!

Shader Package Approx. 15 MB

Extra Examples Package (Examples haven’t been updated in a while, but should get updated soon)


INSTALLATION INSTRUCTIONS

  • You MUST use Retroarch Version 1.9.8 or Later (It will fail to load on earlier versions)
    • If you have a previous Mega Bezel install:

      • Delete the old Mega Bezel from shaders/shaders_slang/bezel
    • Inside the .zip is a bezel folder, copy the bezel folder into your Retroarch/shaders/shaders_slang folder

      • The final path to the Mega bezel should be Retroarch/shaders/shaders_slang/bezel/Mega_Bezel
      • The final path to the examples should be Retroarch/shaders/Mega_Bezel_Community_Collections/HSM_Mega_Bezel_Examples
    • Set video driver to Vulcan

      • It will run in GLCore but seems faster in Vulcan
      • D3D IS NOT RECOMMENDED. If it loads in D3D it has a VERY slow load time
      • Restart Retroarch after changing the video driver
    • Open the Settings Menu and Set:

      • User Interface / Show Advanced Settings to ON
      • Video / Scaling / Aspect Ratio to Full
        • This will match your monitor aspect aspect ratio
      • Video / Scaling / Integer Scale to OFF
      • Video / Output / Video Rotation to Normal
      • Core / Allow Rotation to OFFImportant for FB Neo
      • For FB Neo
        • Turn vertical mode OFF in Quick Menu > Core Options if it was previously turned on
      • Do all of this before loading content
    • For FB Neo

      • If your game is vertical set the Rotate CRT Tube parameter to 1. If it is now upside down set Flip Core Image Vertical and Horizontal to 1
    • Load a preset in the shaders menu, Mega Bezel shader presets are found in:

      • shaders/shaders_slang/bezel/Mega_Bezel/Presets
    • When you save a preset make sure you have the Simple Presets feature set to ON

      • This will save a preset with a reference to the preset you loaded plus whatever parameter changes you made
      • This will keep your presets loading properly when the shader updates in the future

Tube-Effects__Night__ADV.slangp preset showing fixed stuff including masking and reflection

Gel on top of Tube Diffuse

STD Preset

Old SMOOTH-ADV

New SMOOTH-ADV

This has now been merged to the libretro repo so you can also get it with Update Slang Shaders

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Working good now, thanks Hyperspace.

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Yeah it’s looking good. I’ll make the necessary changes and include them among the rest of my preset updates when they are ready.

@HyperspaceMadness Thanks for the game screen radius as well. :grin: Very nice work!

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Hello! Wonderful! Is there an option to change the aspect ratio without altering the tube structure? For example, changing the aspect to 3:2 (GBA) within a 4:3 tube, consequently giving it some black borders, I want that because it would be more accessible to set up GBA Player Border without messing with the tube structure.

So my idea is:

  • Create an option to change the aspect ratio of the game within the tube without altering the structure (even if it gives black borders).

  • Add the colored gel border.

  • Add empty space to correct position of the border image.

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Hmm, so it’s sort of possible to do this already, basically you increase the tube empty thickness until the tube is as tall as you want it, then increase the tube extra thickness scale x which will widen it.

But I’ll think on this to see if there’s a better solution, perhaps a parameter to enforce a specific aspect ratio on the tube

Yeah, but when I alter the scale x the tube structure changes a bit, it gets thinner on the sides and other changes in the corners of the tube.

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