Mega Bezel Reflection Shader! - Feedback and Updates

First approaches with phoshor1-green, phospor3-amber and phosphor4-white monochrome c1201 display. I think this will need better balancing to try to get that old fluo bright area without getting blind!

Montezuma’s revenge italian bootleg on C64 Breadbin

Well, I’ll try not to get too emotional here but… “Memories, memories. How long can you stay to haunt my days?”

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Hey, here’s a crazy thing:

LGR Oddware - 5.25" Drive Bay CRT Monitor from 1997

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Working on a better mono-amber profile right now! :wink:

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It certainly seems like these kind of cases could benefit from the negative cropping we used to have…

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Why didn’t I have one of these?

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Well in my case I was poor and well tbh a child, :joy:

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About that monochromatic interest… I was tuning color balancing so red, green and blue would result distinct and readable even in the various amber, green and gray variants: as I’m using GEL layer to apply a basic color to a desaturated image, I found WHITE TINT parameters to be a quick & dirty method to somewhat perceptually steer colors.

Then while doing some searches about these dark/light amber monitors revisions, I came up to this

Question is: can we use LUTs with Mega Bezel Reflection Shader to re-encode colors (color grade) in a somewhat historically correct way? Do LUT exist for this monochromatic scenario? :thinking:

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It could be done quite efficiently with a luma conversion.

Like:

luma = dot(color, vec3(0.2126, 0.7152, 0.0722));
color = luma * vec3(1.0, 74.9, 0.0); // Amber
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Wow, that was quick! Tnx @guest.r, to me this sounds like black magic :grin: Have you got some other magic formula for GREEN and WHITE monochrome?

@HyperspaceMadness how to integrate this in Mega Bezel shader? I mean would this require a new “LUMA CONVERSION” parameter with values 0-off, 1-amber, 2-green, 3-grey to choose from?

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Good question, I wonder if this should be added to Grade, and if you did what would be the appropriate way.

The other thing I was thinking about is the color palettes/luts for gameboy/grayscale type handhelds, but that should perhaps be handled as a separate feature since it has different requirements.

@TheNamec & @guest.r, in a bunch of the images I see online of monochrome displays it seems like they get really bright that they seem to start blending towards white. In thinking that this is a trick og the camera, since I would think that physically the phosphor would be still emitting light of the same color…

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I think this is the universal solution, if you know how to generate those LUTs. I mean, we may even have palettes for EGA and CGA color conversion, pretty useless from a cosmetic point of view, but much interesting in a nerdy way. (PSX games in CGA, insta-shivers!)

Luma conversion solution seem to be pretty interesting for the monochrome scenario, performance and complexity wise!

I think it’s the camera TTL exposimeter going crazy because of the high contrast between bright and dark pixels. I noticed this while comparing old days photos and modern video footage.

While doing my manual balancing, if I get to these level of brightness for any of the RGB channel, many games would simply be impossible to play as everything would blind you!

In my child memory, a black and white TV simply could’nt get to those level of brightness on white areas.

EDIT: What if you add this to ‘SEGA luma fix’ and change the name to ‘Luma conversion profile’ ? Off, amber, green, grey, virtual-boy, sega-fix

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I will probably add this to gdv-advanced very soon, so it can be tested a bit. It looks quite nice.

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Can I see this applied to something with 16bit colours? I’m very curious to see how these translate to amber shades :nerd_face:

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I imagine running a grayscale/b&w shader into a shader to shift/alter the hue/color would be similar.

But basically Gameboy with more shades of the same color :joy:

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Here is an example of 16bit gfx:

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So nice! Can’t wait to see this chained to some Mega Bezel spiciness!!! Great work :heart_eyes:

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I think this is at the base of palettized enhancement approach for super game boy! In this case, we are de-making instead of enhancing.

Next step: virtual boy blood red sky! Ahahah

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Guys, I’m not an extreme arcade overlay enthusiast, but one in particular I’d like to use:

Space Invaders was originally black and white, but it used some overlay to make it color. Is there any way to get its original look with Mega Bezel shaders?

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Duimon did some tests with this a while ago.

The crt image gets colored with the Colored Gel image, then the crt image is added on top of the background in additive mode.

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Hey @Duimon, could you help me with this?

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