Mega Bezel Reflection Shader! - Feedback and Updates

Either way you are changing how the game was originally placed on the screen. It was off center on the real system. Hardware was good/bad at that in the early days. (You’ll notice the radar isn’t round, after cropping it should be.)

Might as well make it as good looking as you can. Just use regular cropping on the left side.

Negative cropping was removed in the new shader, it had an unacceptable effect on performance.

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OK. Then impossible to move the entire game screen, have to kill the 4/3 ratio and get a stretched image, crushed sprites. Too ugly. The better is to do nothing.

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Just do cropping on the top and bottom also. :wink: I think it will balance out.

Do you mean that the actual tube changes shape and is not 4:3 anymore?

Here’s my result. I think it looks pretty good.

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Yes, with crop^overscan left setting : 8

It looks not bad with this game (the shape of the radar is better like the arcade). But this deformation will not be so good with other games. An option Position X & Position Y for the game screen would be possible ?

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So in coding terms it the sampling computation ends up being the same as adding a negative crop.

I do agree it would be nice to shift the image around as well as have negative cropping when desired.

I may experiment sometime soon with getting negative cropping working again, I may be able to add it without much cost, we’ll have to see, because I removed it because it was KILLING performance, but before it was done differently than what I would try now.

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I noticed a difference between new and old shaders. Is that normal ? The space (black space) between the game screen and the frame of the bezel is larger on the new HSM Mega Bezel Reflection Shader :

Older version :

New version :

Of course it is rather minimal, but is it a will? More visible on the top, left & right.

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And… I don’t know why but there’s a color problem with shaders. Take a look at the letters :

All X are not with the good colors. Same here with Metal Storm :

Look at the K letter… What is wrong ?

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I think this might be MDAPT, if you turn MDAPT off this might go away

Can you post an image from the old shader for comparison?

I’ll have to take a closer look look at this to see what the default should be. I’m not sure if I should change it at this point since people are starting to make presets with baked bezels in them. Anyone have an opinion on this?

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It’s the MDAPT ! Thank you ! But can you explain what is MDAPT ? No need ?

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Hi MDAPT blends checkerboard patterns, and can also blend vertical lines like in the infamous sonic waterfall.

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I think that maybe you have a preset which sets the black edge smaller because I just compared the old default megabezel to the new one and the black line is the same width

OLD

NEW

Well, will see… because it’s a problem. Can you just look with Show Resolution info ? I’ve 1194x896 with NEW shaders which is wrong. With old i’ve 1195x896 and it’s OK for 4/3 value.

Don’t understand because i’ve last version of NEW shaders.

I’m using MBZ_2_standard.slang.

Well another difference with old mega bezel. If you change the background image with NEW shaders (thanks to the guy from a previous post, just add a line in the slang file). By default, opacity is 50 with the old shaders. With NEW shaders, opacity is 100, too bright but in the shaders settings, there’s the option to correct the value :wink: Then, the default value is not the same between OLD & NEW.

So whenever you are getting a value like this which is just off by one pixel, it is really just a display issue for rounding the number of pixels, in use it is probably exactly the resolution you are expecting, so you can assume that if the number is just one off that it is actually correct

Yes this has changed, and it is 100% on purpose, so that if you made a background and just add the background in it will appear as you saw it rather than at half opacity.

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Mega Bezel is updated to V 0.9.03 2020-04-10

Changes:

  • Added Aspect Ratio for the background image in the BASIC-BORDER

  • Added Decal image to STANDARD and Decal and Top Image can be made to scale along with the frame

    • The Playstation Example shows the scaling with the frame
  • Added a Normal blending amount for the gel image

  • Added Battlezone as an example of use of the gel image, both STANDARD and BASIC-BORDER versions

  • Performance of Base presets at 3840x2160 on Nvidia RTX2060:

    • ADVANCED - 80 FPS
    • GLASS - 150 FPS
    • STANDARD - 135 FPS
    • BASIC-BORDER-WITH-REFLECTION - 175 FPS
    • BASIC-BORDER - 295 FPS
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Nice! I can’t wait to get home and try that normal blending on the Vectrex. I guess I may have some preset updating to do.:wink:

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I honestly hope it gets to the point where when I play “Stuntman”, I can get past the Car Chase Levels:

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10 posts were split to a new topic: How do I get NeoGeo CD working in Retroarch

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Mega Bezel is updated to V 0.9.04 2020-04-11

Changes:

  • Fixed Upside Down Intro Logo when the core is flipped, let me know if you see this again
  • MDAPT is OFF by default to avoid any unexpected smoothing.
    • It is ON in the Variations/Smoothed-ScaleFX presets
  • STANDARD preset:
    • Optional Vignette added for background
    • Decal and Top image can scale with frame if desired
    • Scale offset and Pos Y offset for Decal and Top Image
    • No Night lighting added for Decal or Top image when they are in additive mode
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