Mega Bezel Reflection Shader! - Feedback and Updates

By the way @HyperspaceMadness, here is the log of the crash of Flycast with one of your presets, unfortunately it does not seem to provide much info :

[INFO] [CORE]: Using content: G:\Emulation\Dreamcast\ISOS\Crazy Taxi\Crazy Taxi (USA).gdi. [INFO] [Core]: Content ran for a total of: 00 hours, 00 minutes, 00 seconds. [INFO] [Core]: Unloading core… [INFO] [Core]: Unloading core symbols… [INFO] [Video]: Does not have enough samples for monitor refresh rate estimation. Requires to run for at least 4096 frames. [INFO] RetroArch 1.9.4 (Git 6772b89) [INFO] === Build ======================================= [INFO] CPU Model Name: AMD Ryzen 7 5800X 8-Core Processor
[INFO] Capacités: MMX MMXEXT SSE SSE2 SSE3 SSSE3 SSE4 SSE4.2 AES AVX AVX2 [INFO] Built: May 31 2021 [INFO] Version: 1.9.4 [INFO] Git: 6772b89 [INFO] ================================================= [INFO] [Input]: Found input driver: “dinput”. [INFO] [Core]: Loading dynamic libretro core from: “G:\Emulation\Retroarch\cores\flycast_libretro.dll” [INFO] [Overrides]: Core-specific overrides found at “G:\Emulation\Retroarch\config\Flycast\Flycast.cfg”. [INFO] [Overrides]: No content-dir-specific overrides found at “G:\Emulation\Retroarch\config\Flycast\Crazy Taxi.cfg”. [INFO] [Overrides]: No game-specific overrides found at “G:\Emulation\Retroarch\config\Flycast\Crazy Taxi (USA).cfg”. [INFO] [Config]: Appending config “G:\Emulation\Retroarch\config\Flycast\Flycast.cfg”.

EDIT : Found something : the shader crashes because I use a higher resolution than my monitor resolution in Flycast (I use a 4K resolution when my monitor is only 1440p, I use this for downscaling). If I limit Flycast’s internal resolution to 1920x1440, your shaders work. :slight_smile:

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Orions Angel Bezel + HSM MEGA BEZEL = Perfect

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image

Mega Bezel is updated to V 0.9.016 2021-06-09

Changes:

  • GTU
    • Changed GTU param names back to default & added separate ON/OFF as well as the Composite parameter
  • Deconvergence
    • Added Deconvergence On/Off (OFF by default) this allows you to AB test the difference
    • Adjusted default Deconvergence settings so that when deconvergence is set to on you get some default deconvergence
  • Cropping
    • Added a Zoom Crop parameter to crop all sides at once to easily zoom in
  • Dual Screen
    • Added parameters to show/hide images per screen on dual screen presets
  • Presets
    • Adjusted Royale preset to turn on Grade
    • Added BendBombBoom’s latest soft aperture, dotty and RGB as a preset in the experimental folder
    • I reduced the mcut parameter from 1.8 to 1.1 as it was creating some really sharp darkness falloff in the middle of gradients
  • Bug Fixes
    • Fixed black line around frame
    • Fixed Cut-Out for Advanced Presets
    • Static Reflection image application should be more consistent

Guest-DrVenom default settings

BendBombBoom RGB

BendBombBoom Dotty

BendBombBoom Aperture Soft

Nesguy #4 Low TVL Lottes Rotated Slotmask

Nesguy #2 Medium TVL Slotmask

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Hey @HyperspaceMadness , I was about to ask, but this new version fixed some issue with the vignette. Looks like it wasn’t working in the previous version! Static tube lights are better now! Thanks a lot!

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Thanks, HSM. Just a heads up to say that I haven’t noticed a change in 3DS screens. Each screen seems to want the other’s resolution. Also, I believe some of the shader paths are hardcoded.

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Hey there, I tested this with citra on my side and then updated the core and tested again and it was correct in both instances. Do you perhaps have any core settings which might swap the screens?

All of the presets in Base_CRT_Presets are supposed to be with relative paths (I’ll Double check these)

All the presets which reference the base presets , E.G. Variations or Experimental are supposed to use absolute paths so for the average user they can be copied and pasted anywhere and still work properly.

If I am wrong on both counts then perhaps I did not merge your update correctly!! I am looking at this now.

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Right so first off - my apologies. I thought all files in presets AND its subfolders were meant to have relative paths. Clearly that assumption was wrong and I’m annoyed I wasted your time with that. Sorry!

Unfortunately I cannot see a difference when I load ‘Dual-Screen-3DS__BASIC__LCD-GRID.slangp’. I re-imported your shaders to make sure I was on the level this time.

I note that the 3DS shader ‘Dual-Screen-3DS__STD.slangp’ looks great, however, so it seems unlikely my core settings are wrong? Do the 3DS BASIC shaders look OK for you?

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Ok so this one is looking wrong:

‘Dual-Screen-3DS__BASIC__LCD-GRID.slangp’.

and this one is looking correct?

‘Dual-Screen-3DS__STD.slangp’

If so then there’s something wrong with the preset or the LCD-Grid + the dual screen stuff…

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You’re right, there’s something wrong with the BASIC-BORDER when being used with the 3DS settings.

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Yes. I don’t think the lcd grid shader code is the problem. Thank you for looking at this, HSM. Your work brings a great deal of joy :slight_smile:

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Yup you are right it’s the Basic Border code :slight_smile:

Update Incoming…

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image

Mega Bezel is updated to V 0.9.017 2021-06-12

Changes:

  • 3DS
    • Fixed Basic Preset
    • Added Dual-Screen-3DS__STD__DREZ-3DS-400x480.slangp to Variations
      • This uses MBZ__2__STANDARD__DREZ-3DS-400x480__GUEST-DrVENOM.slangp in Base_CRT_Presets
      • This preset allows you to run the standard mega bezel while running citra at which ever internal resolution desired
      • So you can run it at 4x for example and it will downres to standard 3ds resolution with anti-aliasing you were getting from the 4X res
  • Down res
    • MBZ__2__STANDARD__DREZ-240p__GUEST-DrVENOM.slangp added for downrezing in the first pass to 240p
      • Good for games like MVC2 on Dreamcast
    • Added Marvel Vs Capcom 2 preset SegaDC-MVC2__STD__DEREZ-480p.slangp

3DS Basic Preset

SegaDC MVC2 preset

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Superb! A personal ‘thank you’ for this one, HSM!! :heart_eyes:

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I added examples of @Orionsangel’s console graphics in use with the latest Mega Bezel using the automatic screen placement.

As an example this is what each of the files for each of the specific images looks like, there are no video custom aspect config files or overlay cfg files required.

#reference "Orionsangel_Base/OrionsAngel-Console__BASIC-BORDER-WITH-REFLECT.slangp"

ScreenPlacementImage = CastleOfIllusion.png
BackgroundImage = CastleOfIllusion.png
TopLayerImage = CastleOfIllusion.png
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Pretty cool. I have to try it.

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Very cool. Probably a dumb question but… what exactly is automatic screen placement? I’ve been looking for a generic plug 'n play shader for a while - one where I can just set x and y from center; scale up / down; and of course attach a generic overlay. I haven’t found / written one to-date that works across screen resolutions, plays nicely with other shaders, and doesn’t require me to butcher the image to fit it on-screen.

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Yeah this is kind of what this does. It looks at the transparent hole in the image and finds the vertical center of it and the height of the hole. It places the tube in the middle of the hole and scales it based on the height of the hole. Then the user can adjust the scale and position the screen relative to this :slight_smile:

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How do we use this? What preset works with it?

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All the presets have this ability. In order to use it you need to set the placement image and then turn image placement on.

Take a look at the examples and you’ll see :slight_smile:

1 Like