Mega Bezel Reflection Shader! - Feedback and Updates

Fixed!!! Thank you so much. I deleted the slangp file and recreated it fresh, must have been a leftover from previous settings or something. All good now

Hey @HyperspaceMadness , I updated slang shades now e dont have the HSM_FRM_INNER_EDGE_HIGHLIGHT parameter anymore. Is it intentional?

By updating slang shaders, you essentially downgraded your Mega Bezel Installation so you should probably reinstall the latest version from the repo.

1 Like

Hey everyone, Im new here. I have been reading and re-reading this whole thread over and over for DAYS, but I am just not comprehending it due to how complicated it is (from my perspective/skill level) so I have a question.

I use retroarch with launch box as my primary interface on my Windows PC and I recently learned about the whole overlay image thing with shader options and I am very excited about this, but it’s clear to me that after all the reading ive done here, this is beyond my abilities. So I need some help. I have a custom-made overlay .png image that I created in photoshop (that I created using an actual photo of the TV that I grew up playing all these retro games on when I was a kid in the late 80s/early 90s, so it’s VERY important special to me.) I just have 2 goals, 1. I want to get this overlay image set up properly, and 2. I want to get a good shader on there to simulated the old style glass screen/scan lines of the TVs of that era.

So, with those two goals in mind, can someone please help me streamline this process with a clear itemized shopping list of steps that I need to take in order to achieve this end result. I do really well with checklists. I would prefer to continue using launch box as my primary retro game interface as it is beautiful, but if I need to go back to just using retro arch only, I am willing to do that if this is not possible within LB. I am also willing to modify my custom overlay png image file in photoshop if needed to fit with the shader file.

Thank you to anyone who can help me. I really appreciate it.

2 Likes

Welcome to the forum!! :grin:

I, and the community, would be glad to help. I created a thread to go into greater detail.

https://forums.libretro.com/t/how-to-convert-an-image-into-an-overlay-or-border-shader-background/42727

Please post your question there and I will respond.

3 Likes

A post was merged into an existing topic: How to convert an image into an overlay or border shader background

Hi @HyperspaceMadness, please I need your help. I was searching your thread for information on your “advance smooth” variants and came across this post. I wanted to test this Anti-Alias aspect together with FXAA, but searching in the parameters of your shader I was not able to find the steps to modify? Could you please help me get this exact look? Thank you very much and always thank you for your work.

1 Like

Hi to all, I hope you are well? Where I can download the “MEGA BEZEL” Bezel?

In which package of Duimon is the image to find and especially what is it called, so I can find it. I only use Retroid Pocket 31, is not strong enough for the light shaders effect. That’s why I’m only looking for the image, I still think it’s cool. Thanks in advance for feedback and help. Kind Regard, Elena

1 Like

Hi, take a look at Presets\Variations\Smoothed\SMOOTH-ADV_1_Antialias.slangp this should match what you see in these posted examples.

For FXAA, there is a parameter nearer the end of the parameter list to turn on/off FXAA.

Taking a look at the results with FXAA, I think we could benefit from a blend value of how much we blend in the FXAA result

1 Like

Welcome to the Forum!

If you are looking for an overlay, I never did a “Mega Bezel” overlay (Because it wouldn’t really make sense.)

It uses my Super Famicom graphic though, and there is an overlay for that in my overlay repo. There is also a plain one in the “Plain” folder.

Hi @HyperspaceMadness, sorry but I didn’t realize that was the preset those images were referring to. Thank you so much for your help and your amazing work.

2 Likes

No problem, I’m happy you are enjoying it :smile:

1 Like

I know, the photos don’t do the trick at all. Weekend at my brother-in-law’s house, he opens retroarch and I tell him “try these shaders”. I have him load the “Anti-Alias” presets first from the variation folder, and the “Extra-Smooth” one afterwards. We had fun like two children, visually fantastic, he is still thanking me for showing them to him. But the real thanks goes to you @HyperspaceMadness and to all the guys who contributed to your work. These presets are gold in the retrogaming community. Thank you with all my heart.

7 Likes

P.S. My brother-in-law updated the shaders online through retroarch two days ago. Then unfortunately due to a technical fault he still doesn’t have the internet connection operational. His version of the Mega Bezels however did not have some updates like FXAA, so I suspect they were not uploaded to the repository.

3 Likes

@Duimon it looks like Retroarch 1.16 broke your MegaBezelProject shaders with vertical games autocorrecting. Things are all messed up now. Are you seeing the same thing?

1 Like

Nope.

MAME

FBNeo

Which rom, core, and preset are you using?

Make sure that the MAME core is set to use “Internal” rotation.

BTW. To keep from cluttering HSM’s thread, please post questions about my presets to my thread.

2 Likes

Hi Duimon, thank you very much for your fast respond. I found it “HSM_Duimon_Super_Famicom_3840x2160.png”, cool!!! Thank you for your effort and hard work! Nice Style! Kind Regards, Elena

2 Likes

Post converted to using a quote for an attempt at better clarity:

1 Like

Hi, is there a way to input an explicit integer scale? I’m playing Tekken 3 and the game does a 1.33 aspect correction AFTER a PAR correction( 384:480=4:5=0.8–>5:4=1.25->1.25x384=480-> 480x1.333…=640) which ends up as 5x the horizontal res and 3x the vertical res for my monitor (1920:1440=5x384:3x480) and then it gets cropped (1825:1344=5x365:3x448).

1 Like

Where is it getting the PAR correction.

The Retroarch Video Scaling should be set to “Full”.

I’m confused. Not much that you posted makes sense to me.

You can enable Integer Scaling in the shader and any explicit aspect ratio you want.

Then adjust the Integer Scale Offset to make a choice of scale.