Great to hear. That would be convenient route for sure!
For now I’m just doing the text edit and it’s also easy to do once you get used to it
I like stickers
Great to hear. That would be convenient route for sure!
For now I’m just doing the text edit and it’s also easy to do once you get used to it
I like stickers
Mega Bezel is updated to V 0.9.099 2022-01-22 Rev 1
Changes:
HERE ARE THE LINKS!
INSTALLATION INSTRUCTIONS
Retroarch/shaders/shaders_slang/bezel/Mega_Bezel
Dual Screen supported for different viewport aspect including ultra wide
Tekken Auto Aspect
Original:
Colored Gel On
Thicker Black Edge
Black Edge Under Gel
Looks like I have some work to do on some presets. (Just when I thought I had time to do a graphic or two. )
Thanks for the update my friend.
Getting closer to the retro-scenery composition I was dreaming about when I first got my hands on Mega Bezels… and this is real-time, flexible, and FAST.
Coming soon in my next project… Mega Bezel CRT Experience!
This background is very immersive! I like it!
That DS overlay looks amazing. Is it included in the pack?
You can get it here:
Great update!
Hey I just randomly remembered you teased the possibility of there being animated backgrounds in the past – like a rainy window behind a TV. That would be awesome. Or a flickering candle Please tell me it’s still possible some day
Yeah things like that are still on the radar
I really like this effect in this shadertoy that I think could be interesting for the glass preset :
https://www.shadertoy.com/view/ltffzl
And the animated light in the background is definitely of interest to a lot of people in terms of colour shifting for OLED displays.
That would make for a very melancholy retro gaming experience. But very cool looking.
Yeah, not sure how long it take to be annoying. Would be a good accompaniment to when you land in Crateria
I’m having some issues when using the PPSSPP’s Nearest scaling option. Specifically in Final Fantasy Tactics (FFT), the aspect ratio in the shader isn’t quite right causing the text and sprites to look stretched.
None of the preset aspect ratios seemed to work, and I wasn’t sure which ‘Explicit’ value to use. Any ideas on how to solve this?
I am using MBZ_2_ADV-GLASS_LCD-GRID in the image, with curvature switched off.
The LCD-GRID looks aligned perfectly, so I am assuming the integer scale is also.
So this is probably the problem. I think the PPSSPP is doing the uneven nearest neighbour scaling of pixels which is making things look bad.
I’m not sure why it would be uneven though, because I thought that the psp ran at 1920x1080 which is 1.77 which matches your retroarch window.
Can you turn on the resolution info and take a snapshot to show us what resolution the core is outputting?
You may also want to try using native res output and seeing what that looks like
The PSP’s native resolution is 480 × 272 pixels with 24-bit color, 30:17 widescreen aspect ratio.
16:9 ~= 1.78
30:17 ~=1.76
And the PS Vita is 960 x 544, same aspect ratio.
That would certainly be enough to get an uneven result with nearest neighbor upscaling.
driver set to Vulkan
HDR: On
No shader/simple shaders like Aperture Grille: No issues
HSM Adv and Std: Looks washed out; like if brightness was turned all the way up/1.2 gamma or something.
HSM Potato: working as expected. High contrast and accurate color.
Whatever their differences, they are probably the cause of the washed out look.
Ah, thanks for pointing that out!
My guess is it’s the specific color depth/format setting in the last pass, hopefully this should be easy to fix!
@HyperspaceMadness I finally got around to trying out the “A/B Splitscreen Compare”.
That is some cool wizardry going on!!
The freeze feature is a godsend for people like @Cyber who may be trying to fix/improve a preset.