Mega Bezel Reflection Shader! - Feedback and Updates

It does not compute by ordinary ‘algebra’ lol. The main mask set has different sub-sets which, in topologic order, are and don’t make a group for multiplication:

  • mask 0, 5; mask 9; mask 11, mask 13
  • mask 1, 2, 6; mask 10; mask 12
  • mask 7; mask 8;
  • mask 3; mask 4 (special)

Like you can’t cycle through it by ordinary multiplication and would require special logic.

Slotmask is easier, if fixed to selected mask width and height 2.0 + thickness 1.0, but ordinary multiplication fails here as the case is special.

I guess some word of advice would help out definitelly, but there would still be an understanding-threshold even with the documentation.

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Yeah I thinking something like: could we divide the coordinate by half as it gets passed to the mask function, so it sees 2 output pixels as 1 pixel? So the complete mask would be twice bigger.

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I was thinking of that as a just quick hack to test, not complete the preset like this, not 100% sure if it would work

Also if you have a desktop with an ATI card or Nvidia Card which is Turing or later you can set your desktop resolution to 1080p and use the integer scale settings in the graphics card.

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The gap is directly related to the default “Non-integer Scale %” parameter.

This is the Mega “Bezel” shader and displaying the bezel in it’s entirety (Along with the drop shadow etc.) has always been intentional.

This is one solution, but as I suggested in another recent post, I think increasing the “Non-integer Scale %” is the best option. (The mask scales with the screen, unlike with viewport zoom.)

There are other options also, such as bezel height/width and frame thickness, both of which could be used to close the gap.

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Now a PS1 Game

Do you mean the crt mask? The crt mask only scales if you use Viewport Zoom and have turned on Zoom CRT Mask, it’s off by default

Yeah if you just want to adjust the bezel this is a good option. If you want the screen bigger too then the viewport zoom or the non-integer scale would be the way to go

Hi guys, let’s talk about this over DM :slight_smile:

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Yes I know. :innocent: It also zooms only at integer jumps when it’s on, so I still think Non-integer Scale option is the best for a consistent experience.

Of course, if Integer scale is absolutely necessary, then viewport zoom works well.

Just following up on this. I was able to reproduce the issue using the MBZ__0__SMOOTH-ADV__GDV.slangp base preset.

For best results view screenshots from Oldest to Most Recent.

Manual mask size parameter already does this, but it works nicely only with “RGB” masks, making it a ‘tweakers’ option in general. For example, mask 12 (RRGGBBX) looks much nicer with 4k compared with 2-size mask 6 (RRGGBB) due to subpixel banding issues.

Masks 0,5,9,11 and 13 work with subpixels directly, making them bigger than size 1.0 would open a new topic on strangness. :smiley: But they are very nice size 1.0 masks…

CRT Royale did something in this direction where you can specify the TVL independant of resolution, but doesn’t work or look fair enough below 4k imo.

One of the issues i’m seeing is that there is a lot of 4k optimized presets and it’s harder to get a 1080p preset from it than a 4k form 1080p by increasing the mask size. Pure 4k tweaking and pure 1080p tweaking simply give better results.

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Thank you. “Non-integer Scale %” worked great as well. I very much appreciate everyone’s feedback!

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See the picture below, black vertical lines will appear after moving the layer. When using the old version of Mega_Bezel0.9-2021, you can remove it by moving the viewport position X, but the black vertical lines cannot be eliminated with the latest version. May I ask if the latest version can solve this problem, thank you

That is the background mirror wrap edge, and it can’t be removed in any version because the preset is a single image layer.

You can get lucky by making tiny adjustments, which will mitigate it somewhat, but @soqueroeu will need to separate the layers if you want it to be perfect.

TBH there are also some edge artifacts in his backmost image (Desktop and wall.) that need to be eliminated.

@soqueroeu intentionally chose to make everything a single layer, for performance reasons.

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The old way works for me.

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You are using a different preset, which may work better. Aside from the wrap edge (Which will be better if the position is minutely adjusted.) The preset the OP used has these imperfections which will not wrap well.

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Missed the edge difference. I was still able to get rid of the black line but the edge would still be a problem.

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I think this is the question to the answer you’re looking for.

If you would like to “see” 1080p Optimized presets on a 4K display, you can disable scaling in your graphics card driver settings then set your desktop resolution to 1080p. This will show you a true 1080p desktop using only 1920 x 1080 of your display’s 3840 x 2160 pixels.

It might be small and uncomfortable to work with but it should still be compatible with subpixel “aware” masks.

As for maintaining consistency, you can try to use appropriate RGB Masks which maintain the RGB triads as well as a more or less consistent TVL and using your eyes, adjust the Slot Mask height to be consistent with your 4K presets.

At least this is how I went about scaling my presets to work optimally at multiple resolutions.

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Ok thanks, I will try it, but at the moment to begin with, I will post my 4k settings tonight if I’ve got time, about 0.00 GMT +1 time. Yesterday I tried a bit on 1080p downscaling the desktop, but at least mask 6 look weird also with BGR turned on. So I need a rest at the moment to try messing with 1080p. :sweat_smile: But I will keep updating more pack settings with time.:grin:

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i just found out a crt shader created by sonkun which is actually quite good, and i’m wondering can i combine that shader with this mega bezel? i just want it to have a crt tv for the border and background

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I believe @sonkun is not using a straight-up Guest Advance modification. This will break compatibility with the Mega Bezel.

So, if I am correct, this would mean it is not something that could be done at a user level.

Plain ordinary Guest derivatives, as long as they are using the same version of the Guest shader that the Mega Bezel uses, can be used in the Mega Bezel.

My next guide will detail how to do this.

It is also the last item on my list before the new guides, and an updated version of my pack, are released.

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