Mega Bezel Reflection Shader! - Feedback and Updates

Will it not be possible to at least get a smaller update to fix some of the long-standing issues like the 480 interlacing being broken, and the ugly rainbow reflections that show up while using a strong mask? Plus an updated guest-advanced with all those nice improvements…

I love using Mega Bezel, but it sucks to see it stagnate like this. For extravagant new lighting effects that won’t be applicable with simpler setups anyway. :-/

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I found a workaround for that, try the following parameter:

HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = "125.000000"

Unfortunately it doesn’t solve VGA mode being broken.

I don’t think it’s stagnating, I think HyperSpace Madness is just working on a bigger than normal update. We know he has been working on it, and in fact he has posted screenshot updates in this very thread. I’m looking forward to that update as much as everyone else, but let’s try not to pile the pressure on him.

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I don’t have the skill to actually work on the shader… @HyperspaceMadness is the shader wizard.

The wildcard fix just requires a few new *.params to be added in a specific folder… which I am capable of.

I second that thought. The world is a mess, and our lives and loved ones require nurturing.

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I´ve been trying to find the “sweet spot” to run HSMB in MBZ__3__ST at 60 fps. I know it is not CPU intensive, so a i5 4th generation is enough for Retroarch. I´ve tested some GPUs (in Vulkan 1080p) and I´ve found my 980Ti being overkill, but a modest 1030 being not enough. So I´m not sure which model to choose to build my vertical cabinet. I´m thinking also an APU like the AMD 8600G can do the job, but I´m not sure. Any suggestions?

Just to give an update. I’ve been quite busy with changes in rl, (new jobs, renovating , moving) so haven’t had any time to devote to the Mega Bezel (Even V2 hasn’t been touched since 2023 :wink: ). Believe me I’d much rather the Mega Bezel be my hobby than doing home renovations :rofl:

When I start to have time for this again I will probably make some fixes on V1 if they have been desired for a while, then finish the optimization needed to finish V2 ( And remember what the heck I was working on :rofl: ), but I can’t say when this is going to happen

I hope everyone is doing well :slight_smile:

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I’ve had good results using a Geforce GTX 1070 and an AMD Radeon RX 6600 at 4K resolution for the most demanding MBZ__0__SMOOTH-ADV_GDV performance tier and good results at 1080p using a GeForce GTX 970.

I’ve used CPUs as old as a Core i5 2500K but your results will vary depending on which cores you use and settings, for example Run-Ahead/Pre-Emptive Frames, Frame Delay, Swap Frames e.t.c.

You can use guides like these to help cross reference relative GPU performance:

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Hi everyone,

I previously posted a very similar question in Duimon’s Mega Bezel thread, but since this is really about the Mega Bezel core shader, I believe this forum is the most appropriate place to ask.

I’m trying to build a minimal Mega Bezel setup where I can use my own image shader preset, while keeping: • bezel • glass • reflections • ambient lighting

My goal is to avoid all internal image processing from Mega Bezel (no CRT, scanlines, masks, color correction, sharpening, etc.) and not load unnecessary shader passes, relying entirely on my own image shader preset, with only a minimal passthrough image stage inside Mega Bezel for reflections.

I understand that a minimal passthrough image pass is still required for reflections to work.

My questions are: • Which shader passes are strictly required to preserve bezel + reflections? • Which image-related passes can be safely removed from the .slangp when using a custom image shader preset?

Any guidance from users familiar with Mega Bezel internals would be greatly appreciated.

Thanks!

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To make my previous post clear.

When I said “Its not as easy as that.” I meant you can’t remove passes and get what you want.

That’s just not the way the Mega Bezel works.

Maybe you can try Uborder or Koko-aio as those are “lighter” shaders with less passes. Both have reflections BTW.

How can I use the following gradient overlay in mega bezel to colorize Space Invaders Deluxe properly? I’m already using a Tube Colored Gel image as a backdrop.

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One more question.

How can I resize and move down the game image independently so I can achieve the intended look of Discs of Tron:

I usually size the background elements until they are right and then just size the whole thing together with the viewport settings.

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Alright! I was able to achieve the desired result with a custom mame lay file that only uses the si_deluxe_overlay.png:

Here's the custom lay file for reference:
<!-- invaddlx.lay (modded for bezel shaders) -->

<mamelayout version="2">

<element name="overlay">
        <image file="si_deluxe_overlay.png" />
    </element>

<view name="Color Overlay Only">
        <screen index="0">
            <bounds x="0" y="0" width="300" height="400" />
        </screen>

        <element ref="overlay" blend="multiply">
            <bounds x="0" y="0" width="300" height="400" />
        </element>
    </view>

</mamelayout>

<!--

This is a modified version by Starman99x for use with bezel shaders, the original file credits are:

- Artwork type: Bezel, Backdrop, Overlay
- Scanned bezel and moon provided by zorg
- vectorized by Zorg 
- Add'l bezel touchup by Mr. Do
- Moon color matched by Mr. Do thanks to donation by PokeMAME
- Backdrop based on SI backdrop, provided by BYOAC/CAG Artwork
- Adjusted by Mr. Do
- Lay file by Mr. Do

-->
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You can use any layer as the backdrop and use the gel layer to color the screen. You just have to set the screen blending mode to additive.

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Are there any plans to integrate a black frame insertion parameter into these shaders? The results look incredible on a 240hz screen. You can do it natively in Retroarch but it disables hardcore mode in retroachievements. Appending or prepending with the BFI shader doesn’t really work that well either.

Thanks!

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If I remember correctly, one of the last things HSM said he was working on was that newer frames shader but that it was going to take longer than he thought. I guess it will be in a future build.

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Maybe you can try these:

https://www.reddit.com/r/OLED_Gaming/comments/1f89aje/psa_desktopbfi_is_a_program_for_half_refresh_rate/

https://forums.blurbusters.com/viewtopic.php?t=12414

https://forums.blurbusters.com/viewtopic.php?t=14888

https://www.reddit.com/r/RetroArch/comments/1m1t31c/anybody_ever_got_crt_beam_simulator_aka_rolling/

Finally getting a proper slot mask dialed in. Going for the classic k7000 look. Which begs a request: If anyone can provide close ups of a Wells Gardner k7000 playing some games, that would be much appreciated.

As always, open in another window, and then the imgur image again, in another window, fullscreen, to see the details.

Working with 1440p is tough, but better than 1080p. More pixels would look even better, however.

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Here are my custom Virtual Boy overrides for Mega Bezel and Duimon’s Pack:

Base CRT Preset: MBZ__1__ADV__GDV.slangp

Overrides
HSM_SCANLINE_DIRECTION = "2.000000"
HSM_INTERLACE_MODE = "0.000000"
HSM_FAKE_SCANLINE_MODE = "0.000000"
pre_bb = "0.900000"
m_glow = "1.000000"
SIGMA_HB = "15.000000"
SIGMA_VB = "0.575000"
bloom = "0.200000"
halation = "0.050000"
gsl = "-1.000000"
scanline1 = "3.500000"
scanline2 = "11.000000"
beam_min = "1.400000"
beam_max = "1.100000"
scangamma = "10.000000"
shadowMask = "-1.000000"

This is based on my recent koko-aio version.

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