Mega Bezel Reflection Shader! - Feedback and Updates

Since the shader hasn’t changed, I assume it is an issue on your end, not necessarily with the nightly build though.

Try temporarily renaming you retroarch.cfg to retroarch.cfgOLD and trying again after enabling vulkan and shaders.

Alternatively you can try a new install in a temp directory.

Hi I wanted to reconfigure my shaders for all my platforms and had a few questions!

  1. Is increasing viewport zoom (to increase game area size) having a negative impact on scanlines or the quality of the shader?

2.There’s also an option below called zoom cert scanlines (I think), should it be enabled when increasing viewport zoom, what does it do?

  1. Any specific settings required when playing on a 4k resolution? Or anything specific to OLED or HDR to to enable?

  2. When upscaling a game to 4K shader crashes, is the DREZ preset recommended or should I use a potato preset?

Thanks a lot!

Why would you do this when you can just adjust the Integer Scale Offset or Non-Integer Scale %?

Viewport zoom isn’t really the setting to increase viewpoint size. It’s just to zoom in to see the details a bit better when you’re designing presets and stuff.

Mega Bezel presets aim to be more generally compatible across different displays and resolutions. I have all of those more specific types of settings in my presets already.

If you want to do it the hard way, all of these answers are in the CRT-Guest-Advanced thread and also in the CyberLab Death To Pixels Shader Preset Packs thread as far as HDR is concerned.

Mega Bezel also has presets which use Sony Megatron Color Video Monitor so the Sony Megatron Color Video Monitor guidelines would apply there if using them in HDR mode.

You can also take a read of the Mega Bezel readme available in the Shader Folder or on its GitHub page.

You can use DREZ or you can try another tier like Standard but with advanced CRT Shader parameters smoothing out all of the graphics, if applied correctly, high levels of internal upscaling may not be necessary.

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Hello I just discovered these awesome shaders, I want to use them but everytime I select a shader, retroarch is crashing completly and closing

I am using latest retroarch stable release, I have followed all the steps to “install” the mega bezel shaders packs, but whatever shader i choose (standard, lite or advanced) it just crashing.

The only one I can use it potato shaders packs, but just the classic one, others make retroarch crashing too.

Im using an handheld device with AMD Ryzen 7 8840U CPU and 780M GPU Can it handle the shaders packs?

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My Ryzen 5600G can run the Mega Bezel. (Though the framerate suffers.) It, and it’s iGPU, are less powerful than yours.

Does it just crash, or does it hang for a while first?

Are you using the Vulkan video driver?

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Maybe you can post a log using Pastebin and share some more information for example which Core you’re trying to use and did you apply any additional enhancements for example upscaling.

Also, how much total RAM does the system have and how much of it is dedicated to the iGPU?

It’s possible that you might need a high enough initial setting to run certain games and avoid crashing rather than relying on the driver/algorithm to auto allocate.

I’m using Vulkan driver This is really weird because i can’t run any ADVANCE shaders, it just crash

I can run SOME STANDARD_DREZ BUT even with 240p resolution shaders, my N64 and GENESIS games run at 15 FPS :confused:

I can only run POTATO but I have no reflect effect at all

And I’m running at high performance mode on my device and without any shader, all games running smoothly at 4k

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Hi team I have a question regarding resolutions of various consoles, is there a setting to change for consoles with odd resolutions? Let’s take the NES for example, is having it using the default aspect ratio of the shaders cause any issues and is there a way to have pixel perfect aspect ratio?

Is using PAR in shader settings achieving that? But does that mean you need to setup integer scaling in RA vidéo settings?

Another question regarding 3d games, is the DREZ advanced 480p preset the best to get 3d graphics a bit upscaled and still using the shaders? I tried using the normal smooth adv preset and can get a 2x upscaling (more than that it crashes), but text and other 2d elements look blurred, is there a setting to change to get clear text while upscaling?

What device are you using. You say 4k but I am not aware of a “device” which has a 4k display.

If you meant you are scaling the internal resolution to 4k, then that could explain most of your issues.

@Duimon maybe if @Negan4 reads and responds to my reply, we might all make some progress in troubleshooting.

I don’t have logs, idk why but my retroarch\logs folder is still empty but logs are enabled into retroarch…

Today I manage to load a standard shader but the game is running sooo slow (like 4 FPS) I’m using N64 core mupen64plus-next and Sega GENESIS GX core, I have no additional enhancements, no video filter at all and defaults settings for both cores. I have set retroarch aspect ratio to fullscreen, and my screen resolution is 3840x2160

I have actually 20GB of RAM and 12GB of VRAM for the iGPU

20GB of RAM on an iGP. That doesn’t sound like it’s running the RAM in dual channel mode. I’m not sure if AMD iGPUs support Flex Mode but even that isn’t optimal for an iGPU setup.

You need your RAM Channels to have identical amounts of and speeds of RAM in order to run in dual channel mode and maximise your memory bandwidth, which is critical for good iGPU gaming performance.

So the RAM should be 8GB, 16GB or 32GB with with 4, 8 or 16GB per channel.

  1. Even the Nvidia GTX 970 outperforms the 780M.

  2. When I said my 5600G ran the Mega Bezel I meant at 1080p.

  3. Honestly… 4K is wasted on a handheld. If you can… lower your resolution to 1080p and you will get much better results. I’m fairly certain there isn’t an iGPU that can handle the Mega Bezel at 4k.

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Thanks I didn’t know it worked like that It seems a lot better now

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Many thanks to Duimon for his latest border pack and making my Tandy dreams possible! Close enough to a CM-5. I love this. :slight_smile:

(and TheNamec too, of course, for the background)

I have modified both in paint.net to fit the scene a bit better.

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I’m having what looks like the exact same problem as Negan4 here with these exact same cores (mupen64plus & genesis gx).

If I go into my config and remove the mega bezel shader slang files for these cores I can load them up again, but with any mega bezel loaded I just get an instant crash.

The problem here is that I’ve been using mega bezel on all my cores for years now, I have just about every computer and console emulator out there setup within retroarch and launchbox, with all of them using mega bezel high end presets. I’ve never had a problem like this with any of the cores and mega bezel. Some seem to be still working fine like NES (mesen), SNES (snes9x), and DOSBOX Pure, but both the cores mentioned above as well as a few other I’ve tried are just immediately crashing.

I have a 4070ti Super and i9 14900kf and again never have had any crashing issues with retroarch/mega bezel.

I’ve also always used retroarch development builds and updated to the most recent one yesterday, which is the only thing I can think of as causing this issue?

You are not alone. I must use the Retroarch Nightly Builds because there is a fix in them for MIDI output that is not in the stable build yet, and as of Christmas Eve, certain MegaBezel presets I have made cause CTD of Retroarch on start, or switching to the preset. My solution was to roll back to the 12/22 build, by manually downloading from the repository and installing over my existing Steam install. Make sure you set Steam to “stable” when you do this, so you don’t lose your copy over the next day.

https://buildbot.libretro.com/nightly/

Yeah that definitely did it, going back to the 12/22 build everything started running again as before.

I just went through debugging at least something that looks like this, what does your path/name of your shaders folder that your preset is being loaded from?

I notice on the latest nightly if I have an additional shaders folder that I name shaders_copy and I try to load from it it crashes out when I load a preset. The issue seems related to using wildcards.