Mega Bezel Reflection Shader! - Feedback and Updates

Yeah, I think I’ve been using Mame 2016, I think it gives the vertical arcade image as vertical without any core rotation.

The main problem is that when ever the core is trying to do a rotation it rotates the whole viewport (even though you don’t see it, at first you only start to see it when you start drawing stuff in the viewport, this is what you are seeing when you see the distorted frame with extra thick frame on one side and thin side on the other)


Here’s some progress on the Black Cropping

Cropping Off

Cropping only black on

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@HyperspaceMadness Thanks for help Hyper, i think i need update HSM because my version don’t have this option called Crop Mode, let me update my version and test this feature :slight_smile:

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This hasn’t been released, it’s just a sneak peak at my development copy :wink:

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Very nice my friend, very nice. A few months ago I’m sure it was decided auto cropping wasn’t possible. Looks like we have both learned a thing or two in the last year.

Auto Cropping <-------- :exploding_head:

BTW. In these Advanced preset graphics I’ve been working on, the “Source Matte Color” parameter has been invaluable.

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From the last few posts I gather that the core I am using actually matters because there is some communication with the shader. I am using FBNeo core for lower input latency, and have just tested a MAME core. MAME works in correct orientation by default, FBNeo need to rotate in the core, as otherwise can’t get the right orientation within the shader parameters only.

But ultimately this all doesn’t seem to matter much as even with MAME, I get the lines through the bezel…

Here’s a post from further up the thread showing working with FBNeo

The lines through the bezel (which are actually all the way across the screen) really seem like they are not coming from the shader. I think maybe it is an old retroarch overlay which has scanlines in it. You can check this by going to overlays and turning it off.

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Yes turning on Vertical mode in FBNeo is what I meant. So this is how you would also suggest it right? In that case that is what I did all along (Side note, I feel like turning that on vs rotating in RA Video settings has different effects on the shader mask/scanlines - seems to become messy with FBNeo’s Vertical mode).

As for the bezel lines yes that was actually the culprit, many thanks!

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So you should have vertical mode OFF, and have NO rotation in retroarch video settings.

At this point with no shader the image should be on its side.

Then you load the shader and turn on Rotate in the shader parameters.

If I do that, so ALL rotation parameters off EVERYWHERE (including Vertical OFF in FBNeo), my default image is this. I have to turn Vertical ON (which you seem to state in your own example produces the desired result) and then CRT Rotate on in the shader.

In any case, everything seems to look OK even doing it with Vertical ON, so thanks for the help. Just leaving this here in case it helps anyone else.

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Nice, will this “autocropping” works on the fly? Some games only have black bars in certain scenarios, like Zelda II from NES. So my question is, when there are no need for cropping will it reverse to no cropping automatically?

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Yeah it will reverse the cropping automatically, you set how much you want it to possibly be able to crop, then it only crops up to that much when the area is black. Basically it will only ever crop absolutely black stuff

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So this setting to choose how much you want to possibly cut is to prevent it from cutting scenes with a lot of black, like Super Mario 64 Intro for example?

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Yup, that’s exactly right :smiley:

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Hi @HyperspaceMadness

I have a question reg Dual-Screen-3DS__MBZ__2__STANDARD__LCD-GRID

For some reason when I select this preset for 3DS (any available core: Citra or CItra2018) The output appears to be rotated vertically, so the top screen gets cropped instead of the bottom one. Is this intentional?

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I think the Flip Viewport vertical parameter needs to be on for this one, because Citra flips the viewport vertically (Even if it’s not noticeable).

I need to update the preset with this setting.

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Not sure If you mentioned the existing toggler. If it was the existing one then here is the result It swapped the screens, however I still can’t crop the “original bottom” screen

Update: Seems like it is possible to Crop the “original bottom” (and restore top screen) with

HSM_CROP_OVERSCAN_LEFT = “40.000000”

HSM_CROP_OVERSCAN_RIGHT = “40.000000”

HSM_DUALSCREEN_2ND_SCREEN_SIDES_CROP = “0.000000”

Maybe you can check if such approach will be suitable for the fix

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I think, if it is simply a matter of setting parameters, then no fix is needed.:wink:

The method of cropping, and also the method of big/small horizontal layout, is a bit tricky to set up. Once you have done it a few times, it gets easier.

The biggest improvement over old method is that you get nothing unexpected.:grinning:

I think it works pretty good for an alpha release of the dual screen preset.

My thoughts exactly.

It is more about the fact that preset in named 3DS, so it feels like it should take care of all the cropping for the user))

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Hmmm. I didn’t know there was a 3DS preset.:slight_smile:

In that case I agree. Although using it with a graphic will still require manual setup. I’m sure it was intended to be a demonstration of the features.

HSM did ask me about default positioning of the screens in Citra a short time ago so apparently his thought are with you.:grin:

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Yup, I agree, I think what happened was when I was testing this I was doing it on an image from citra which was already flipped the right side up. So if you use the image viewer and load up an image from citra it will work properly.

This is what I get by default (With an image loaded in imageviewer):

I’ll have to see what should be done to have it sorted properly, because the whole reason I added HSM_DUALSCREEN_2ND_SCREEN_SIDES_CROP was to crop the bottom screen of the 3DS.

I also need to fix the Megabezel logo to appear in probably only the top screen when using dual screen instead of being split in the middle.

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