Mega Bezel Reflection Shader! - Feedback and Updates

Well I’ll try my best without it then. On live, my CRT almost you can’t apreciate the flickering of the scanlines only if I make a photo to the screen. It’s just me being too much perfeccionist :sweat_smile: I’ll try my best…

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Hi all, apologies if this has been answered in the thread - would take far too long to go through whole thing! Has anyone here used Megabezels reflection shaders on Steam Deck? If so, how? I already have hundreds of Orionangels overlays on my arcade games - the thought of having to do them all over again with the reflection shaders versions of his overlays is a painful thought, lol. Is there an easier way?

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I am afraid you are out of luck finding an easy way of getting the reflection shaders versions up and running.

@hgoda90 has done some presets involving @Orionsangel’s arcade overlays. It may be as close as you will find.

https://forums.libretro.com/t/hgoda90-mega-bezel-graphic-varieties/36469/1

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Damn! That’s unfortunate. Oh well, will leave it for a bit then re-do it all when I have the time.

People have, given this video:

Steam Deck: Emulación en RetroArch con reflejos - HSM Mega Bezel Reflection Shader :sparkles: - YouTube

I also think @schM0ggi may have had it running at some point

CRT shader for Steam Deck (and possibly low res display)

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More Experiments with Downsampling Y and X to viewport width.

Original (1440x1080)

Downsampled to 320x240

Downsampled to Viewport 1920 (viewport) x 240

  • Magic Glow!

Or another example

Original (640x480)

Downsampled to 320x240

Downsampled to Viewport 1920 (viewport) x 240

  • @guest.r’s Magic Glow! Really punches up the whites

  • More Magic Glow!

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This looks extremely good!!!

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Mega_Bezel_Logo

Mega Bezel is updated to V1.10.0_2023-02-04

Changes:

  • Guest Advanced updated to crt-guest-advanced-2023-02-01-release1
    • Includes the new Magic Glow feature which is really fantastic
      • Turn Magic Glow on and Increase the Glow amount to see the effect
  • DREZ presets updated to use @guest.r’s G-Sharp-Resampler, which allows more control over how sharp or smooth the downsample is
  • Added DREZ presets which keep the horizontal resolution
    • Helpful for applying to modern games, these two are good to try
      • Presets\Base_CRT_Presets_DREZ\MBZ__3__STD__GDV__DREZ_X-VIEWPORT_Y-240p.slangp
      • Presets\Base_CRT_Presets_DREZ\MBZ__3__STD__GDV__DREZ_X-VIEWPORT_Y-480p.slangp
    • Also looks good on MVC2, try Presets\Base_CRT_Presets_DREZ\MBZ__3__STD__GDV__DREZ_X-VIEWPORT_Y-240p.slangp
  • Updated preset capability and performance table
  • Added contrast for signal noise

Go to the first post here for links to the package and install instructions. Please make sure to read the install & setup instructions

Some examples of the downsample

4K input

4K input and Added Mask, not tuned much

Downsampled, x = viewport, y = 480

Downsampled, x = viewport, y = 320

Downsampled, x = viewport, y = 240

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I’ve had a hard time finding a Dreamcast setup that I was happy with, but the DREZ Viewport 480 has nailed it for me, I think. Thank you.

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quick test with the magicglow and the vector preset :upside_down_face:

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Wow! Can you share your vector preset + the magic glow setting?

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When running a DREZ preset with tighter scanlines, if they are a bit clumpy instead of evenly spaced, is there a parameter that will offset that effect?

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where is the vector preset? and what is it for?

I made a setting for Dreamcast with Downrez 240p. So far so Good…

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Damn you nailed it! MvC2 looks amazing now. Thank you so much.

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/shaders_slang/bezel/Mega_Bezel/Presets/Variations/Vector/Vector-Color-HighResMode-Horizontal__STD.slangp

its for vector display based games and fbneos high res mode

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Wow, this is amazing!!!. Magic glow and downrez are just awesome… :heart_eyes:

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yeah the magic glow stuff is really awesome ^^

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Greetings @HyperspaceMadness,

I’ve noticed parameters with very similar names in the slangp file.

Is this intentional?

This is from the [Filtering] section:

h_sharp = "1.200000"
s_sharp = "1.800000"

This is from the [NTSC Filtering] section

HSHARPNESS = "1.000000"
S_SHARP = "2.000000"

I noticed that the both sets of Horizontal Sharpness as well as Subtractive Sharpness don’t seem to function in a linear manner and I’ve seen some strange results and interactions between Horizontal Sharpening and Subtractive Sharpening depending on what combination of settings were used for both. One very strange thing I’ve noticed is that 15 is no longer the sharpest Horizontal sharpness setting, which is now somewhere closer to 1.00 than 15.

I previously noticed a similar type of scaling in the NTSC Filtering section a few versions back but the results I’m getting from the filter controls don’t seem to make much sense to me. Sometimes I turn them all the way up and don’t see any change. I guess some other setting in my presets might be cancelling the affect of the filtering somewhat but I can’t really put a finger on it.

I’ve decided to try to move forward and update my presets with whatever workarounds I need to employ in order to get the sharpness and edges to be as thick and clear as I had them before but if possible can you go over and retest all of the settings in both the [NTSC Filtering] as well as [Filtering] sections in order to verify that they are functioning as expected. At least I’ll know then if the issue arises from my preset’s combination of settings or my lack of understanding of the functions of the controls.

Also, were you able to fix the reflection plane not following the edge of the bezel bug when Bezel Independent scale is being used?

To me it seems as if the reflection plane is following the edge of the Tube even if the Tube becomes obscured by the Bezel. It would be good if it can be aligned with the inner edge of the Bezel where it meets the visible area of the Tube.

All of this is using HSM Mega Bezel v1.10.0.

The only thing I see wrong with going 1440p and downscaling with 240p in MvsC2 is a few graphical glitches. Is there any way to fix that? It’s that way upscaling to 1440p even without shaders.

You can see the lines in Ryu’s hadouken.

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