Mega Bezel Reflection Shader! - Feedback and Updates

Ok I tried this out with a new clean version of Retroarch 1.85

It runs fine with the video driver set to vulcan It fails to load with the video driver set to glcore

I get this error: [INFO] [slang]: Building pass #0 (N/A) [ERROR] [GLCore]: Failed to compile shader: 0(309) : error C0000: syntax error, unexpected reserved word “char”, expecting ‘;’ at token “char” 0(321) : error C1503: undefined variable “uv” 0(322) : error C1503: undefined variable “param” 0(324) : error C0000: sy [ERROR] [GLCore]: One or more shaders failed to compile.

So I would suggest trying Vulcan. I’m not sure what the problem is with glcore though

@hunterk is this something you’ve seen before?

Im getting the same error as him. Im no pro but here is my log file, using your files downloaded without edits. After this log, I removed the backslashes out of the preset, since they were showing up in the log. It didnt fix it because that probably wasnt the solution. What should I do?

Ive followed the aspect ratio settings and installed HSM to the crt folder within slang. Am I missing something? I play on a 16:9 1440p monitor

DEFAULT:

[INFO] Using content: D:\LaunchBox\Games\Nintendo 64\Bomberman 64 [1997]\Bomberman 64.7z#Bomberman 64 (U) [!].z64.
[INFO] arg #0: retroarch
[INFO] arg #1: D:\LaunchBox\Games\Nintendo 64\Bomberman 64 [1997]\Bomberman 64.7z#Bomberman 64 (U) [!].z64
[INFO] arg #2: -s
[INFO] arg #3: D:\LaunchBox\Emulators\RetroArch\saves
[INFO] arg #4: -S
[INFO] arg #5: D:\LaunchBox\Emulators\RetroArch\states
[INFO] arg #6: -c
[INFO] arg #7: D:\LaunchBox\Emulators\RetroArch\retroarch.cfg
[INFO] arg #8: -L
[INFO] arg #9: D:\LaunchBox\Emulators\RetroArch\cores\parallel_n64_libretro.dll
[INFO] arg #10: -v
[INFO] Content ran for a total of: 00 hours, 00 minutes, 00 seconds.
[INFO] Unloading game..
[INFO] Unloading core..
[INFO] 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 1.8.5 (Git 532fd88e2f)
[INFO] Redirecting save file to "D:\LaunchBox\Emulators\RetroArch\saves\Bomberman 64 (U) [!].srm".
[INFO] Redirecting savestate to "D:\LaunchBox\Emulators\RetroArch\states\Bomberman 64 (U) [!].state".
[INFO] === Build =======================================
[INFO] CPU Model Name: Intel(R) Core(TM) i7-8086K CPU @ 4.00GHz
[INFO] Capabilities:  MMX MMXEXT SSE SSE2 SSE3 SSSE3 SSE4 SSE4.2 AES AVX
[INFO] Built: Mar 19 2020
[INFO] Version: 1.8.5
[INFO] Git: 532fd88e2f
[INFO] =================================================
[INFO] Loading dynamic libretro core from: "D:\LaunchBox\Emulators\RetroArch\cores\parallel_n64_libretro.dll"
[INFO] [Overrides] no core-specific overrides found at D:\LaunchBox\Emulators\RetroArch\config\ParaLLEl N64\ParaLLEl N64.cfg.
[INFO] [Overrides] no content-dir-specific overrides found at D:\LaunchBox\Emulators\RetroArch\config\ParaLLEl N64\Bomberman 64 [1997].cfg.
[INFO] [Overrides] no game-specific overrides found at D:\LaunchBox\Emulators\RetroArch\config\ParaLLEl N64\Bomberman 64 (U) [!].cfg.
[INFO] [Environ]: SET_VARIABLES.a
[INFO] [Environ]: SET_CONTROLLER_INFO.
[INFO] [Remaps]: remap directory: D:\LaunchBox\Emulators\RetroArch\config\remaps
[INFO] Redirecting save file to "D:\LaunchBox\Emulators\RetroArch\saves\Bomberman 64 (U) [!].srm".
[INFO] Redirecting savestate to "D:\LaunchBox\Emulators\RetroArch\states\Bomberman 64 (U) [!].state".
[INFO] [Environ]: GET_LOG_INTERFACE.
[INFO] [Environ]: GET_PERF_INTERFACE.
[INFO] [Environ]: SET_PIXEL_FORMAT: XRGB8888.
[INFO] [Environ]: GET_RUMBLE_INTERFACE.
[INFO] Loading content file: D:\LaunchBox\Games\Nintendo 64\Bomberman 64 [1997]\Bomberman 64 (U) [!].z64.
[INFO] Did not find a valid content patch.
[INFO] [Environ]: GET_PREFERRED_HW_RENDER.
[INFO] [Environ]: SET_HW_RENDER.
[INFO] Requesting OpenGL context.
[libretro INFO] mupen64plus: No version number in 'Core' config section. Setting defaults.
[libretro INFO] EmuThread: M64CMD_ROM_OPEN
[libretro INFO] mupen64plus: BOMBERMAN64U INI patches applied.
[libretro INFO] mupen64plus: Goodname: BOMBERMAN64U
[libretro INFO] mupen64plus: Headername: BOMBERMAN64U
[libretro INFO] mupen64plus: Name: BOMBERMAN64U        
[libretro INFO] mupen64plus: MD5: 093058ECE14C8CC1A887B2087EB5CFE9
[libretro INFO] mupen64plus: CRC: f568d51e 7e49ba1e
[libretro INFO] mupen64plus: Imagetype: .z64 (native)
[libretro INFO] mupen64plus: Rom size: 8388608 bytes (or 8 Mb or 64 Megabits)
[libretro INFO] mupen64plus: ClockRate = f
[libretro INFO] mupen64plus: Version: 1448
[libretro INFO] mupen64plus: Manufacturer: Nintendo
[libretro INFO] mupen64plus: Cartridge_ID: 4d42
[libretro INFO] mupen64plus: Country: USA
[libretro INFO] mupen64plus: PC = 80000400
[libretro INFO] mupen64plus: Save type: 0
[libretro INFO] EmuThread: M64CMD_ROM_GET_HEADER
[INFO] [RCHEEVOS]: ext_hash 0b88c109 ('z64')
[INFO] [RCHEEVOS]: Load task finished
[INFO] Skipping SRAM load..
[INFO] Version of libretro API: 1
[INFO] Compiled against API: 1
[INFO] [Cheats]: Load game-specific cheatfile: D:\LaunchBox\Emulators\RetroArch\cheats\ParaLLEl N64\Bomberman 64 (U) [!].cht
[INFO] [Audio]: Set audio input rate to: 44004.66 Hz.
[INFO] [Video]: Video @ 2559x1440
[INFO] [Video]: Using HW render, OpenGL driver forced.
[INFO] [Video]: "d3d11" saved as cached driver.
[INFO] [Video]: Forcing "glcore" driver.
[INFO] [GLCore]: Found GL context: wgl
[INFO] [GLCore]: Detecting screen resolution 2560x1440.
[INFO] [WGL] extensions: WGL_ARB_buffer_region WGL_ARB_create_context WGL_ARB_create_context_no_error WGL_ARB_create_context_profile WGL_ARB_create_context_robustness WGL_ARB_context_flush_control WGL_ARB_extensions_string WGL_ARB_make_current_read WGL_ARB_mult
[INFO] [WGL]: Adaptive VSync supported.
[INFO] [WGL]: wglSwapInterval(1)
[INFO] [GLCore]: Initializing HW render (1024 x 1024).
[INFO] [GLCore]: Max texture size: 32768 px, renderbuffer size: 32768 px.
[INFO] [GLCore]: Vendor: NVIDIA Corporation, Renderer: GeForce GTX 1080 Ti/PCIe/SSE2.
[INFO] [GLCore]: Version: 4.6.0 NVIDIA 442.59.
[INFO] [GLCore]: Using resolution 2559x1401
[INFO] [DINPUT]: Enumerating joypads ...
[INFO] [DINPUT]: Done enumerating joypads ...
[INFO] [Joypad]: Found joypad driver: "dinput".
[INFO] [Shaders]: preset directory: D:\LaunchBox\Emulators\RetroArch\shaders\presets
[INFO] [GLCore]: Loading stock shader.
[INFO] [slang]: Building pass #0 (N/A)
[INFO] [GLCore]: Not using frame history.
[INFO] [GLCore]: Not using framebuffer feedback.
[INFO] [Font]: Using font rendering backend: freetype.
[INFO] [Video]: Found display server: win32
[INFO] Found shader "D:\LaunchBox\Emulators\RetroArch\shaders\retroarch.slangp"
[INFO] [Environ]: SET_INPUT_DESCRIPTORS:
[libretro INFO] EmuThread: M64CMD_EXECUTE.
[libretro INFO] Detected RDRAM size: 007fffff
[INFO] [XAudio2]: Requesting 64 ms latency, using 64 ms latency.
[INFO] [Menu]: Found menu display driver: "glcore".
[INFO] [Font]: Using font rendering backend: freetype.
[INFO] [Font]: Using font rendering backend: freetype.
[INFO] [Environ]: SET_SUBSYSTEM_INFO.
[INFO] [Font]: Using font rendering backend: freetype.
[INFO] [Font]: Using font rendering backend: freetype.
[INFO] [Font]: Using font rendering backend: freetype.
[INFO] [Font]: Using font rendering backend: freetype.
[INFO] [Font]: Using font rendering backend: freetype.
[INFO] [Font]: Using font rendering backend: freetype.
[INFO] [LED]: LED driver = 'null' 0000000000B981E0
[INFO] [MIDI]: Initializing ...
[INFO] [MIDI]: Input disabled.
[INFO] [MIDI]: Output disabled.
[INFO] [MIDI]: Initialized "winmm" driver.
[INFO] Loading history file: [D:\LaunchBox\Emulators\RetroArch\content_history.lpl].
[INFO] Loading history file: [D:\LaunchBox\Emulators\RetroArch\content_music_history.lpl].
[INFO] Loading history file: [D:\LaunchBox\Emulators\RetroArch\content_video_history.lpl].
[INFO] Loading history file: [D:\LaunchBox\Emulators\RetroArch\content_image_history.lpl].
[INFO] Loading favorites file: [D:\LaunchBox\Emulators\RetroArch\content_favorites.lpl].
[INFO] [GLCore]: VSync => on
[INFO] [WGL]: wglSwapInterval(1)
[INFO] [Environ]: SET_SUBSYSTEM_INFO.
[INFO] [Font]: Using font rendering backend: freetype.
[INFO] [Font]: Using font rendering backend: freetype.
[INFO] [Font]: Using font rendering backend: freetype.
[INFO] [Font]: Using font rendering backend: freetype.
[INFO] [Font]: Using font rendering backend: freetype.
[INFO] [Font]: Using font rendering backend: freetype.
[libretro INFO] mupen64plus: Starting R4300 emulator: Dynamic Recompiler
[libretro INFO] Glide64 ucode = 0xa346a5cc
[libretro INFO] Microcode 1 - F3DEX 1.XX (Star Fox 64)
[libretro INFO] microcheck: old ucode: 2,  new ucode: 1
[INFO] [GLCore]: VSync => on
[INFO] [WGL]: wglSwapInterval(1)
[INFO] [slang]: Compiling shader "D:\LaunchBox\Emulators\RetroArch\shaders\shaders_slang\crt\shaders\hyperspacemadness\hsm-stock-with-mega-screen-scale-params.slang".
[INFO] [slang]: Using render target format R8G8B8A8_UNORM for pass output #0.
[INFO] [slang]: Compiling shader "D:\LaunchBox\Emulators\RetroArch\shaders\shaders_slang\stock.slang".
[INFO] [slang]: Using render target format R8G8B8A8_UNORM for pass output #1.
[INFO] [slang]: Compiling shader "D:\LaunchBox\Emulators\RetroArch\shaders\shaders_slang\stock.slang".
[INFO] [slang]: Using render target format R8G8B8A8_UNORM for pass output #2.
[INFO] [slang]: Compiling shader "D:\LaunchBox\Emulators\RetroArch\shaders\shaders_slang\stock.slang".
[INFO] [slang]: Using render target format R8G8B8A8_UNORM for pass output #3.
[INFO] [slang]: Compiling shader "D:\LaunchBox\Emulators\RetroArch\shaders\shaders_slang\crt\shaders\guest\lut\lut.slang".
[INFO] [slang]: Using render target format R8G8B8A8_UNORM for pass output #4.
[INFO] [slang]: Compiling shader "D:\LaunchBox\Emulators\RetroArch\shaders\shaders_slang\crt\shaders\guest\color-profiles.slang".
[INFO] [slang]: Using render target format R8G8B8A8_UNORM for pass output #5.
[INFO] [slang]: Compiling shader "D:\LaunchBox\Emulators\RetroArch\shaders\shaders_slang\crt\shaders\guest\d65-d50.slang".
[INFO] [slang]: Using render target format R8G8B8A8_UNORM for pass output #6.
[INFO] [slang]: Compiling shader "D:\LaunchBox\Emulators\RetroArch\shaders\shaders_slang\crt\shaders\hyperspacemadness\hsm-guest-afterglow-with-black-level.slang".
[INFO] [slang]: Using render target format R8G8B8A8_UNORM for pass output #7.
[INFO] [slang]: Compiling shader "D:\LaunchBox\Emulators\RetroArch\shaders\shaders_slang\crt\shaders\guest\avg-lum.slang".
[INFO] [slang]: Using render target format R16G16B16A16_SFLOAT for pass output #8.
[INFO] [slang]: Compiling shader "D:\LaunchBox\Emulators\RetroArch\shaders\shaders_slang\crt\shaders\guest\linearize.slang".
[INFO] [slang]: Using render target format R16G16B16A16_SFLOAT for pass output #9.
[INFO] [slang]: Compiling shader "D:\LaunchBox\Emulators\RetroArch\shaders\shaders_slang\crt\shaders\guest\blur_horiz.slang".
[INFO] [slang]: Using render target format R16G16B16A16_SFLOAT for pass output #10.
[INFO] [slang]: Compiling shader "D:\LaunchBox\Emulators\RetroArch\shaders\shaders_slang\crt\shaders\guest\blur_vert.slang".
[INFO] [slang]: Using render target format R16G16B16A16_SFLOAT for pass output #11.
[INFO] [slang]: Compiling shader "D:\LaunchBox\Emulators\RetroArch\shaders\shaders_slang\crt\shaders\guest\linearize_scanlines.slang".
[INFO] [slang]: Using render target format R16G16B16A16_SFLOAT for pass output #12.
[INFO] [slang]: Compiling shader "D:\LaunchBox\Emulators\RetroArch\shaders\shaders_slang\crt\shaders\hyperspacemadness\hsm-crt-guest-dr-venom-with-scaling.slang".
[INFO] [slang]: Using render target format R16G16B16A16_SFLOAT for pass output #13.
[INFO] [slang]: Compiling shader "D:\LaunchBox\Emulators\RetroArch\shaders\shaders_slang\stock.slang".
[INFO] [slang]: Using render target format R8G8B8A8_UNORM for pass output #14.
[INFO] [slang]: Compiling shader "D:\LaunchBox\Emulators\RetroArch\shaders\shaders_slang\stock.slang".
[INFO] [slang]: Using render target format R8G8B8A8_UNORM for pass output #15.
[INFO] [slang]: Compiling shader "D:\LaunchBox\Emulators\RetroArch\shaders\shaders_slang\crt\shaders\hyperspacemadness\linearize.slang".
[INFO] [slang]: Using render target format R16G16B16A16_SFLOAT for pass output #16.
[INFO] [slang]: Compiling shader "D:\LaunchBox\Emulators\RetroArch\shaders\shaders_slang\crt\shaders\hyperspacemadness\hsm-blur-outside-screen-horiz.slang".
[INFO] [slang]: Using render target format R16G16B16A16_SFLOAT for pass output #17.
[INFO] [slang]: Compiling shader "D:\LaunchBox\Emulators\RetroArch\shaders\shaders_slang\crt\shaders\hyperspacemadness\hsm-blur-outside-screen-vert.slang".
[INFO] [slang]: Using render target format R16G16B16A16_SFLOAT for pass output #18.
[INFO] [slang]: Compiling shader "D:\LaunchBox\Emulators\RetroArch\shaders\shaders_slang\blurs\blur9x9.slang".
[INFO] [slang]: Using render target format R16G16B16A16_SFLOAT for pass output #19.
[INFO] [slang]: Compiling shader "D:\LaunchBox\Emulators\RetroArch\shaders\shaders_slang\blurs\blur9x9.slang".
[INFO] [slang]: Using render target format R16G16B16A16_SFLOAT for pass output #20.
[INFO] [slang]: Compiling shader "D:\LaunchBox\Emulators\RetroArch\shaders\shaders_slang\crt\shaders\hyperspacemadness\hsm-mega-bezel-reflection.slang".
[INFO] [slang]: Using render target format R16G16B16A16_SFLOAT for pass output #21.
[WARN] [CGP/GLSLP]: Parameter hmss_screen_aspect_ratio is not set in preset.
[WARN] [CGP/GLSLP]: Parameter hmss_int_scale_multiple_offset is not set in preset.
[WARN] [CGP/GLSLP]: Parameter hmss_non_integer_scale is not set in preset.
[WARN] [CGP/GLSLP]: Parameter hmss_scanline_direction is not set in preset.
[WARN] [CGP/GLSLP]: Parameter hmss_tube_black_edge_thickness is not set in preset.
[WARN] [CGP/GLSLP]: Parameter hmbz_frame_thickness is not set in preset.
[WARN] [CGP/GLSLP]: Parameter hmbz_bezel_width is not set in preset.
[WARN] [CGP/GLSLP]: Parameter hmbz_bezel_height is not set in preset.
[WARN] [CGP/GLSLP]: Parameter hmbz_image_bezel_opacity is not set in preset.
[WARN] [CGP/GLSLP]: Parameter hmbz_bezel_opacity is not set in preset.
[WARN] [CGP/GLSLP]: Parameter hmbz_bezel_brightness is not set in preset.
[WARN] [CGP/GLSLP]: Parameter hmbz_frame_opacity is not set in preset.
[WARN] [CGP/GLSLP]: Parameter hmbz_image_bezel_cut_out_inside_frame is not set in preset.
[WARN] [CGP/GLSLP]: Parameter hmbz_image_bezel_scale_mode is not set in preset.
[WARN] [CGP/GLSLP]: Parameter hmbz_image_bezel_tube_height is not set in preset.
[WARN] [CGP/GLSLP]: Parameter hmss_crop_overscan_top is not set in preset.
[WARN] [CGP/GLSLP]: Parameter hmss_crop_overscan_bottom is not set in preset.
[WARN] [CGP/GLSLP]: Parameter hmss_crop_overscan_left is not set in preset.
[WARN] [CGP/GLSLP]: Parameter hmss_crop_overscan_right is not set in preset.
[WARN] [CGP/GLSLP]: Parameter hmss_crop_and_afterglow_black_level is not set in preset.
[WARN] [CGP/GLSLP]: Parameter hbl_sharpness_falloff_speed is set in the preset, but no shader uses this parameter, ignoring.
[WARN] [CGP/GLSLP]: Parameter hbl_sharpness_falloff_distance is set in the preset, but no shader uses this parameter, ignoring.
[INFO] [slang]: Building pass #0 (N/A)
[ERROR] [GLCore]: Failed to compile shader: 0(309) : error C0000: syntax error, unexpected reserved word "char", expecting ';' at token "char"
0(321) : error C1503: undefined variable "uv"
0(322) : error C1503: undefined variable "param"
0(324) : error C0000: sy
[ERROR] [GLCore]: One or more shaders failed to compile.
[ERROR] [GLCore]: Failed to create preset: "D:\LaunchBox\Emulators\RetroArch\shaders\shaders_slang\crt\hsm-mega-bezel-reflection-crt-guest-dr-venom-vector-horizontal.slangp".
[ERROR] [GLCore]: Failed to create filter chain: "D:\LaunchBox\Emulators\RetroArch\shaders\shaders_slang\crt\hsm-mega-bezel-reflection-crt-guest-dr-venom-vector-horizontal.slangp". Falling back to stock.
[INFO] [slang]: Building pass #0 (N/A)
[INFO] [GLCore]: Not using frame history.
[INFO] [GLCore]: Not using framebuffer feedback.
[INFO] [GLCore]: VSync => on
[INFO] [WGL]: wglSwapInterval(1)
[INFO] [Video]: Restored video driver to "d3d11".
[INFO] [config] Saved new config to "D:\LaunchBox\Emulators\RetroArch\retroarch.cfg".
[INFO] [Cheats]: Save game-specific cheatfile: D:\LaunchBox\Emulators\RetroArch\cheats\ParaLLEl N64\Bomberman 64 (U) [!].cht
[INFO] Saving RAM type #0 to "D:\LaunchBox\Emulators\RetroArch\saves\Bomberman 64 (U) [!].srm".
[INFO] Saved successfully to "D:\LaunchBox\Emulators\RetroArch\saves\Bomberman 64 (U) [!].srm".
[INFO] Content ran for a total of: 00 hours, 00 minutes, 04 seconds.
[INFO] Saving runtime log file: D:\LaunchBox\Emulators\RetroArch\playlists\logs\ParaLLEl N64\Bomberman 64 (U) [!].lrtl
[INFO] Unloading game..
[libretro INFO] mupen64plus: R4300 emulator finished.
[libretro INFO] EmuThread: co_switch main_thread.
[INFO] Unloading core..
[libretro INFO] mupen64plus: Stopping emulation.
[INFO] [PERF]: Performance counters (libretro):
[INFO] Unloading core symbols..
[INFO] [Core Options]: Saved core options file to "D:\LaunchBox\Emulators\RetroArch\retroarch-core-options.cfg"
[INFO] [Video]: Does not have enough samples for monitor refresh rate estimation. Requires to run for at least 4096 frames.
[INFO] Removing temporary content file: D:\LaunchBox\Games\Nintendo 64\Bomberman 64 [1997]\Bomberman 64 (U) [!].z64.
[INFO] [Video]: Does not have enough samples for monitor refresh rate estimation. Requires to run for at least 4096 frames.

can you send me the previous version to use? same error as you on a fresh install

Tried it on Vulkan and it works! Looks so good <3

1 Like

The unexpected reserved word one is pretty straightforward. If you change ‘char’ to anything else (like ‘char_’), do the other issues persist?

2 Likes

Ok that makes sense, this is the first time I’ve had an issue pop up in one video driver but not the other. Changing that name fixed it, and I removed the roundEven which was causing another error. So now I have it running on glcore :slight_smile:

2 Likes

Latest Update is up! V2020-03-23

Changes:

  • Now running on vulcan and glcore
  • hsm-lcd-grid-v2 version
  • Guest-Sm-GTU version

8 Likes

Hi,

Thanks for Guest-Sm-GTU version

3 Likes

thx for update but what is this GTU version ??

New version looks great. I love the new parameters list, it looks clean and well organized. Thanks for that.

I also managed to find what caused the color banding on the bezel in dark scenes with no reflections. it was the “Highlight” option. I disabled it and now i can remove the bezel noise without having to end up with color banding. It’s not that the option added anything substantial IMO.

Though i don’t like the bezel noise, i do like the reflection noise. So i enabled that and it looks nice, the only thing i don’t like and don’t know how to fix is the exaggerated/concentrated noise in the corner highlight, as seen here:

Sonic the Hedgehog (USA, Europe)-200324-110718

You can see at the edge corner of the screen how it looks. I’d like to smooth that out but any change i do affects the reflection noise in the whole screen, practically removing it. I think it would look much better if there wasn’t any noise in those corner highlight spots. What do you think?

1 Like

And here’s how my setup looks:

I removed the outer frame since i decided it didn’t really add anything to the whole picture since i use overlays and those do look like outer frames anyway, still giving the “3D feel” i want. Plus, the screen is bigger that way.

3 Likes

It just adds the GTU shaders to the shader setup.

The GTU shaders can add two basic options to this.

By default it just adds some de-dithering to the shader (blends checkerboard patterns, may also work with jail-bar dithering haven’t really tested that.).

The other thing is does is if you enable it in the settings is a composite mode (think red yellow white cables for video, makes it kinda grungy and alters colors some.)

Personally I only ever used it for de-dithering, super handy for that.

1 Like

I’m glad people are liking my suggestion for the shader parameters(settings).

Also congrats on figuring out the banding issue!

I agree that the corner highlight noise is pretty harsh looking.

Also that Sonic screen looks great, I’m personally a fan of the no-frame look you’re doing (probably what I’d personally do to be honest.) That being said I understand why the frame is an option as it does look nice in certain situations, like I imagine it would look pretty nice with a old floor-model wood tv bezel (and some other situations).

3 Likes

Yeah I think I’ll remove the noise in the corners, it was a bit of an experiment :slight_smile:

It’s funny with GTU it’s not my thing generally, but I used it with the NES Metroid with composite on and it made it look much more natural, the texture on the rocks has that whitish look, and it looks less harsh as it does normally with its limited color palate.

I had investigated it a bit and I’m still not sure why this is causing banding :slight_smile: , it’s just using smoothstep to tnterpolate how far it is from the center.

2 Likes

Composite looks more natural in old consoles because back in the day most people would either use that or RF. Also, tons of games were made with composite blending in mind, especially in many Mega Drive games with their fake transparencies and extra colors thanks to the blending.

IMO this is the “correct” look. I can’t stand the modern interpretation of old/retro games that look too sharp and overly dithered. That being said, composite might also look too blurry at times. So the S-Video solution should be the best middle ground i think.

About the composite, it’s better to use the composite option from the core options instead. The shader option doesn’t look right no matter how i tried to configure it. Thankfully, both Nestopia and Messen cores have great looking composite filters.

Unfortunately, the GenesisPlusGX composite filter is bugged (it makes transparencies flicker) so the only option is S-Video.

1 Like

You could also use the NTSC shaders instead of GTU, just the first two passes as well.

1 Like

Ok so if i save a preset and move it from it’s original position, it will fail to load. For instance, i saved a game preset file and i wanted to use it in other games so i moved the file in my main preset folder. But when i try to load the preset from there it won’t load it. I have to put it back to the folder it was created (in this case MAME) in order to work.

I don’t remember this behavior. I used to move and copy presets here and there. As long as the shaders are in the right place the preset file could be moved.

1 Like

This is actually standard behaviour, because the paths to the shaders in the preset are relative to where the preset file is.

I will see if I can do a trick with adjusting the paths so they can be transplanted into the presets folder and still work.

I´m having so much fun tweaking this shader preset :smile:. Thank you @HyperspaceMadness for taking the time to create this!

6 Likes