Mega Bezel Reflection Shader! - Feedback and Updates

Hi, welcome to the forum!

I think the Glass-Minimal-Bezel-Edge__ADV-GLASS preset in the variations folder is for you!

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Thanks! I’ve used that preset, but still wondering if there is a way to completely remove it? It’s a bit distracting for me in some scenes. Also, I like the NTSC look and I don’t see an NTSC preset for the minimal bezel edge.

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So I would take a look at the parameters inside the preset to see what is different and then adjust it more.

I think the parameter which will make it smaller is the bezel inner edge thickness, you can try reducing this to zero.

So if you start with an NTSC preset you may be able to just reduce the bezel inner edge thickness

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Hello! I’m trying to configure the 3D curvature to make the screen appear tilted back and sunk into a cabinet overlay, and I noticed a weird issue with the reflections. When I add a 3D tilt, the reflection image starts to creep onto the screen, causing a weird mirror effect. The more extreme the tilt, the larger this mirror effect becomes. It also only seems to affect the three sides facing the tilt direction. Is there anything I can do to correct this?

Also, is it possible to adjust the top and bottom bezel heights independently? For this game, it would look better with the top bezel being 2-3 times the height of the bottom one. I could just make it larger than the overlay image, but then the diagonal lines don’t match up with the overlay.

Edit: Forgot to mention, I’m using Duimon’s fork of mega bezel.

I never noticed this before but I can certainly see it in your image. I’ll have to look into it to see what is going on

So you can do this by adjusting the frame Y Position, which will adjust the ratio of how big the top bezel is compared to the bottom

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@p3st has been busy!!! Awesome stuff! :exploding_head:

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Is there a quick way to disable the shader elements, background, scanlines, etc… but keep the screen aspect and orientation… this would be for things like taking title and gameplay screenshots where you just want the basic appearance.

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Nothing like a parameter that does it automagically, and I’m not sure it would yield good results.

Gameplay and title shots are usually made without any effects at all, and at native resolution or an integer of native.

You would have to turn on the split compare parameter and set the original to 100, after disabling the image layers and setting the scale.

You could set up a a preset that does all of that, but you would have to set the integer scale for each system manually, before taking the screenshot.

Even then the GPU screenshot would have to be cropped after.

I usually load a game, set the scaling aspect to 4:3, switch to windowed mode, and use the menu to set the window scale to 1x or 2x.

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Hmm… a screenshot mode would be a cool feature.

Hi good retro folk, does anyone still use the tube images included in MegaBezel and if so have you got any setting examples I could look at plz :pray:

Other people may have good examples too, but you can look in the presets/variations folder for:

Tube-Effects__Day__ADV.slangp Tube-Effects__Night__ADV.slangp

To adjust how much diffuse tube you see you adjust the tube diffuse image amount

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Thanks fella :muscle: (happy Father’s Day aswell)

Sorry i think i mean the tube glass overlay.

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I use the image layer, but I use a custom rendered environment map as the reflection.

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This (D3D11) is required for the Xbox Series S and X UWP correct?

Yes on xbox series x&s the Mega Bezel can only be used with D3D11

Is there any way to implement the scalefx-aa-fast.slangp shader with these reflection bezels? Every preset is utilizing scanlines and the presets that are not, image is pixelized and not using any smoothing filter.

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Take a look at the Variations/Smoothed/SMOOTH-ADV_4_Super-Smooth.slangp

This has no scanlines but does have some mask. If you want to remove the mask too, you can do so in the guest section near the bottom of the parameter list

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Some quick performance testing on my in development setup, showing performance difference between GLCore and Vulkan. Vulkan is little over 20 percent faster than GlCore

STD Preset Nvidia RTX 3060 Monitor Res 1920x1080

One of the things to note is that some video drivers work better on different hardware. E.G. GlCore can be faster on older hardware.

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New feature in progress, I integrated optional anamorphic scaling for the game image, so you can stretch some games wider while making them look better than just a straight horizontal stretch:

Courtesy of @p3st

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