Mega Bezel Reflection Shader! - Feedback and Updates

Greetings @HyperspaceMadness,

You probably know this already but I still just wanted to share that once the hsm-crt-guest-advance.slangp pass is replaced by one of the hsm-crt-guest-advance-NTSC shader passes in one of the base presets in which the NTSC Filtering controls are not working properly, the NTSC Filtering Section controls begin to work as expected and shader presets which used them look as expected again.

This bezel style might look interesting using the Mega Bezel.

Here are some more pics from a different angle.

And now for some wide shots.

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I think it would be a good bezel style to have. The big question is, how to make it with Mega Bezel.

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First attempt isn’t entirely unsuccessful.

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This is really awesome! I didn’t know that this was actually possible using a current version of HSM Mega Bezel Reflection Shader!

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It needs a little work to make it legit. :wink: I’ll spend some more time on it.

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That would look nice on your TV5 or 6.

Guilty Gear Xrd SIGN looks so amazing with this ,

a few more shots

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What overlay are you using here? Been looking for a minimalist but realistic and non-distracting overlay for these shaders. This looks great.

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this is one of my own tv overlays the zoomed wide variation ^^ it´s in my pack if you want to give it a try

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This looks interesting:

As well as this:

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This is interesting… from the librashader post.

Loading the Mega Bezel Smooth shader goes from 42 seconds with singlethreaded shader compilation, to around 18 seconds without caching with just multithreading, to a mere 1 second load time on load with a hydrated cache.

I believe that is using DirectX11. :exploding_head:

He has developed a full shader caching method.

I wonder how he would feel about diving into the RA code.

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hello i’m the guy from the death pixel shader who has a problem with presets on psx games

first of all i’ll exposed the first issue. there is seems to be some sort of blockynes in fmvs, there are some pixels that seems to be some sort of green? this isn’t the worst case as there is something even more worse, which it is with dino crisis i’ll upload images of this later.

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Can you add some screenshots rather than photos?

Also please include what it looks like without the crt effect applied, you can do this by changing the show pass parameter which is located near the A/B compare parameters.

Also, what specific Mega Bezel preset is this?

Wow… that would be amazing.

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mbz_0_smooth_adv also which of this should i disable? i had seen also apparently i cannot change some values from inside retroarch so i’m gonna have to edit the preset file if you require any of them

Some of those are just a hack to have text describing the different values of the Show Pass Index parameter

without crt filter, as i’m quite guessing there is not much problems with blockyness under the preset i’m using, as we managed to figured out in cyberlab that apparently the intensified blockyness which is not that intense here was provoked by scanlines, let me check, is there any recommended psx preset,? i’ll check by myself the one is referring composite psx preset of cyberlab on hsm

Ok the one is linking cyberlab psx preset is seemingly not provoking problems on image in difference with cyberlab psx preset, this is the one that preset is using as a basis, the first image is under your preset and the second is under cyberlab preset

the name of psx preset cyberlab is using as a basis is: MBZ__0__SMOOTH-ADV__GDV__DREZ-480p.slangp

ok, i think i might have answer myself alone, there was a problem with non integer scale on cyberlab preset, let me check first with cyberlab and i’ll be back if there is anything else.