Mega Bezel Reflection Shader! - Feedback and Updates

I also posted a Gameplay in the same post… :smiley:

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Greetings @HyperspaceMadness,

Noticing some strange behaviour with the Scanline Direction Multiplier setting in v1.6.3 and also v1.7.0 using MBZ__0__SMOOTH-ADV__GDV-NTSC.slangp.

Scanline Direction Multiplier = 100

Scanline Direction Multiplier = 0

Scanline Direction Multiplier = 200

Scanline Direction Multiplier = 300

It seems to be affecting my attempts to get more accurate NTSC “rainbow” artifacts.

Update: I’ve been able to get pretty good rainbow effects using v1.6.3 so far despite the different behaviour of the Scanline Direction Multiplier setting in the NTSC base preset.

Scanline Direction Multiplier = 0

Scanline Direction Multiplier = 100

Scanline Direction Multiplier = 200

Scanline Direction Multiplier = 300

Scanline Direction Multiplier = 600

Scanline Direction Multiplier = 1600

In HSM Mega Bezel Reflection Shader v1.7.0, the setting doesn’t seem to work at all.

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Were you able to check the output of the different passes with the show path parameter?

In the last couple of releases 0 is no longer a valid option for the multiplier. So 600 scanline Dir mult is supposed to look similar to the non-NTSC preset, with additional blur and color fringing in top.

I’ll have to take a look to see what’s going on.

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No, I haven’t reached that far in my troubleshooting and debugging mojo yet as I’m still on 1.6.3 perfecting a few preset ideas and mentally preparing myself to update my now hugely expanded shader preset pack (thanks to me including more performance tiers).

Notepad++ works fine for finding and replacing across many files but what would you suggest I use to add or append completely new lines of parameters across multiple files?

How do I get the equivalent of 100 (native resolution) before the recent changes to the Scanline Direction Multiplier settings?

I’m now wetting my feet with the NTSC preset so not yet familiar with all of the nuances.

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100 has been and continues to be what should be used for a native resolution look.

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Thanks, just when I’ve begun to get a hang of this MBZ__0__SMOOTH-ADV_GDV-NTSC.slangp base preset, trouble has struck.

I tried loading it in Super Mario World using the BSNES Core and it hangs a few seconds into loading. There’s a click sound as if you’re navigating through the menu that can be heard.

ESC works to close RetroArch.

This is on my GeForce GTX 1070 8 GB GDDR5 graphics card. No upsampling being done in the BSNES core. Core is set to native 1x.

This is on HSM Mega Bezel Reflection Shader v1.6.3.

MBZ__1__ADV__GDV-NTSC.slangp loads though.

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Thanks for the report, but when you want to report an issue please test with the latest version.

About the SMOOTH-ADV__GDV-NTSC issue you found, I looked into it and found the problem, so should be fixed when I do the next release.

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Hi just FYI, I just tested the latest version 8n my android phone (S20) using the Vulkan video driver and the shader is working.

Even the SMOOTH-ADV was working on a 512x512 core image. Although for the SMOOTH-ADV it was running at 20fps. ADV__GDV was running at 70fps

So I guess the point is that it is running properly on Android, but your gpu needs to be strong enough

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Merry Christmas! This is great news. Which version of RetroArch do you recommend for Samsung phones, Galaxy Store or Play store or was,this a manual apk sideload that worked well enough for you?

Hello HyperspaceMadness, first of all happy holidays to you and to the whole community. My question arises to be able to make the best use of your fantastic shaders together with the works of the community with the mini PC I have available. I wanted to know what values ​​I have to act on in order to disable the reflection effects in order to have maximum performance. I’m well aware that your shaders have lots of presets for all tastes, but with some works like Duimon’s I’m forced to use the potato presets because even the standard ones have reflections. If you could turn it off somehow and teach me how I would be really grateful. In the meantime, many thanks to you, Guest and the entire community for your irreplaceable and incomparable work and for sharing it with users.

Finally I wanted to ask you if in the future, it would be possible to lighten your standard presets without reflection, for a few fps I don’t reach 60 and with this economic crisis I can’t afford a new PC, it would be fantastic for those like me who don’t have big gaming machines for the moment. I consider your work the best in the community and I would like to squeeze it to the maximum of my possibilities. Thank you.

There already exists a set of no-reflect base presets.

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I apologize in advance since I’m a noob on the subject and I’m learning now, where do I find your Duimon presets without the reflection? Thank you

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They don’t exist, but you can manually edit the preset file and change the base presets to a no reflect version. See my response on my thread for future plans.

The same thing for your Guest ADV request. Where available you can manually edit the base presets for the potato.

So there remains the last question standing for HyperspaceMadness: are there any future plans, where possible, to lighten the presets in general in terms of performance demands, and the standard ones in particular? Thanks for your patience with me.

The way I read your question was as a request to remove the reflections from the Standard, to lighten them up.

We’re you actually asking about lightening up the no reflect presets?

That’s what Guest-mini is for.

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@Duimon is exactly right, if you look for a no-reflect preset which uses GDV-MINI instead of GDV, this will definitely be faster.

I mean this base preset: Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-NO-REFLECT__GDV-MINI.slangp

To use this with Duimon’s presets you would need to adjust the reference line in the presets or in his boiler plate base to point at this preset.

Let me know if you have any other questions. About the performance question, I’ve worked to get the preset categories to best group functionality and performance.

There could always other options that haven’t been explored yet, but currently it seems like we have the best balance.

The only thing that we don’t have is a category which removes even more of the pre-CRT shader chain, but I’m not sure how much performance benefit this would be, because these passes are at a low resolution (core res)

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Thanks for the replies. Excuse me I didn’t explain myself correctly, what I meant in the last question is if in the future, as regards the presets in general, and in particular the standard ones, there could be a margin of improvement in performance. Anyway, thanks to your tips, I managed to get very good results in terms of performance and graphics quality, with constant 60 FPS, thanks to the “Potato - GDV” preset, with some very small changes to the shader options. So mine was just a curiosity due to the fact that tests with “Standard - GDV” shaders gave me results around 50 FPS. However I found my dimension thanks to you, Duimon, HyperspaceMadness and Guest. They should make you a gold statue for your work and your availability. Thank you very much and please keep it up.

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So the STD presets will probably not have any more advanced features added, as we want to keep the performance requirements for a base experience.

I’m always looking for optimizations, so who knows it could be possible that the performance could be reduced at some point, but I don’t have any optimizations I can see right now that I haven’t already done.

Thanks so much for the kind words! :smiling_face_with_three_hearts:

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How is nes dithering transparency effects and color blending compared to snes?

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