Mega Bezel Reflection Shader! - Feedback and Updates

4:4:4 and 6500 make no difference. :frowning_face: I did notice however that if I set the CRT Resolution parameter to 600TVL it shows up on Aperture Grill and Slot Mask… not Shadow Mask.

If I set the Resolution to 800TVL it only shows on Shadow Mask.

Totally Weird!

BTW. (And I am talking about the standalone now.) Before the SDR were added I had tried all the HDR and had no issues. Now I have issues with them also.

My displays are only HDR10 (And just barely.) so I hadn’t been planning on actually using them. But I was fairly excited about the SDR.


Speaking of displays… has anyone seen this?

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It’s LCD inversion artifacts 100%. Saw the same thing on a monitor I used to have when using masks at high strengths. Drove me nuts.

You’ll probably also see it using my presets, which all use full-strength masks.

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And you definitely played with sharpness after setting 4:4:4 and 6500K? What make and model are your monitors?

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I have been assuming it was totally hardware related.

Nope… yours look great!

Yep.

ASUS VG289Q1A

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Ok so that’s possibly odd (as in maybe not LCD inversion) if @Nesguy is saying his uses 100% RGBX mask and its fine. Is there any possibility of getting close up shots of the pixels of both shaders Megatron & nesguy’s Guest 100% mask presets?

Just looking at the manual (I’m sure you’ve tried all these things but just a tick box exercise before throwing your monitors in the bin, dousing them in petrol and setting light to them) have you tried different refresh modes (I assume you’re using 60Hz but does 30Hz help matters?). Have you tried swapping over from DisplayPort to HDMI or vice versa? Have you tried SDR mode vs HDR mode (and vice versa)? Does turning off ‘VividPixel’ help? Does turning ASCR off help? Have you played about with the Aspect Ratio setting (guessing ‘Full’ is best i.e a 1 to 1 pixel ratio)? Have you tried turning off Overdrive and/or Shadow Boost?

Are there any reviews of these monitors where people have noticed LCD inversion being a thing for these monitors?

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From what I can see… Inversion isn’t very common on 60Hz monitors. I ran through some online tests and didn’t see any signs.

For what it’s worth. Whenever this is happening in a shader… if I call up the RA interface I get the same ghosting from the menu… if I open my monitors OSD I get ghosting from it.

I get nothing when a shader isn’t showing this issue.

I tried every setting in my OSD (ShadowBoost, Overdrive, ASCR etc.) and although turning VividPixel up all the way hides the artifacts it certainly isn’t a solution.

Aspect ratio makes no difference, neither does refresh rate. If I change my resolution to 1920x1080 it goes away, but that is also not a solution.

One of my monitors uses HDMI and the other Display Port… same issue on both.

I can play the newest AAA games with Raytracing and HDR and it looks beautiful, but I can’t run these shaders.

Not happening. Until I can afford two of the above beasties, (Or something else in that price range.) these are staying put. :innocent:

Camera shots.

Nesguy.

Megatron.

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Wow you’re not joking when you’re saying it’s ghosting. That’s like a whole other image being displayed. So I’m guessing because it’s in the highlights it’s maybe something to do with HDR?

Have you tried my SDR presets and turning off HDR both in Windows and RA (the latter will automatically get turned off when HDR is turned off in Windows).

The other thing I’d point out is that Nesguys Guest preset looks like it’s not using a true 100% RGBX mask. You can see blue lines turning into Magenta i.e red sub pixels are being turned on in the blue phosphors. I’m guessing this has something to do with the brightening it’s doing. Maybe it’s just in the pictures but this could be why you aren’t seeing the ghosting as much/at all. Not sure.

Just to add that really doesn’t look like inversion artifacts - as far as I understand them they’re at a much smaller scale than what you’re seeing above.

These are the SDR… although it is present in the HDR as well, just not as blatant. Turning up the VividPixel all the way in the OSD hides it quite a bit and so does HDR.

My only other experience with anything like it was on the Guest-mini and it seemed mask related. It also seems that way here because some combination of mask and TVL fixes it in all cases.

This is not really a solution though because changing theses essentially violates the intent of the preset.


It is not exactly the same issue I was having with Guest-mini. Here it stops at the bezel, in Guest-mini it went to the edge of the screen.

Guset-mini before the mask fix.

In this shot there aren’t really any highlights in the screen image so that confuses things.

I’m positive it is hardware related since it doesn’t show up on a screenshot, but I am loath to spend $1000 on new monitors without some proof that it will fix the issue. (It also seems more fiscally responsible to just not use these shaders.)

I wish at least one other user was reporting the issue.

It would be less frustrating if there was something unique about these displays… like some of the OLEDs with 4 sub pixels, but they are just standard RGB IPS monitors.

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Hello good day.

I discovered this project not long ago, and I was surprised by the way the shaders are applied. But I have a few questions that I don’t know if they’ve already answered and that could help me in the case:

–> This shader in question has a very good quality, but some consoles like MegaDrive and even Playstation use Dithering technology, and even with the beautiful (and I mean really beautiful lol) @Duimon presets that I put together, it doesn’t activate the effect, having me have to edit the same. Is there a preset already ready to accurately emulate the quality of the consoles or do I have to edit each one to taste?

–> In this case I was reading the answers a little and the “readme.md” that accompanies, and says that you can edit the backgroud to taste as well. If I can do lives on sites like Twitch, am I allowed to use the Presets presented here, giving proper credit?

I’m asking to know more about the project itself, seeing that it’s quite big and really makes several improvements, and in my case I don’t care much for high resolution games, or even upscaling within the emulator, but just playing the way I saw it. even on TV with the effects (and defects kkk) that the console itself did at the time of a CRT TV.

My focus is on older consoles like Playstation, MegaDrive and Super Nintendo.

My configuration:

i7 3770 3.8Ghz 16GB DDR3 1866Mhz SSD 1TB NESTAC RTX 2060 6GB GALAX Windows 10 x64 21H2 AOC 31.5 1080p

Thank you =)

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You can save your presets and name them per console if you like and and even associate them with either the core or directory. This is the beauty of of this suite; the default settings are a catch all meant to be customized.

Yes, @HyperspaceMadness has done a great job with this. :+1:

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I understood

Well in that case I’ll take a look at the options, because THERE ARE MANY, right lol and see if I can edit the backgrounds in some application like Photoshop to use Lives and leave the credits to the project.

Only that I’m experiencing some slow-downs during gameplay, but it “seems” like it’s from my external HD that I use for some Playstation games, but that doesn’t have much to do with the project lol

Too bad where I work there is an i3 3240 with an HD GRAPHICS that unfortunately doesn’t run, not even in D3D11 :confused:

And yes, the way it looks at home when I play is VERY BEAUTIFUL, even more so because of the reflections and the CRT filters present =)

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I wanted to take a moment to thank @HyperspaceMadness, @Duimon and everybody who contributed on this project. It took me a while to fine-tune this massive shader, but the result is as impressive as the work and effort put in by the developers. :+1:

I was wondering if it would ever be possible to speed up the shader loading time though? I was under the impression that most of it was cached, but it still feels like some amount of compilation is done everytime I load a game. This probably cannot be averted, and it’s only a minor annoyance in any case.

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Look no further:

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Thanks, everyone has put in a lot of great work!

So it’s actually the graphics which are cached. Unfortunately there is no way to cache the compiled shaders, so as you say they are recompiled every time the shader is loaded

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That’s a surprise. I’m not privy to the inner workings on the shaders for RetroArch specifically, but I would assume shader caches are exactly designed for this purpose. It makes me think of Dolphin’s shaders, once they are compiled they are cached and never compiled again. Wouldn’t it work the same here? Specifically if you load the same game twice.

Perhaps it would be possible to compile the shaders in a thread so the game can still load immediately without freezing RetroArch (which can be off-putting for a lot of users). But that’s out of the shader’s scope. :sweat_smile:

Usually you will need to edit the parameters for your desired look. For blending dithering there are a couple of things that you can do, one is turning on MDAPT or other De-Dithering options in the ADV presets, they are later in the parameter list. You could also use an NTSC preset which will blend the dithering and colors.

Yeah that would be cool :slight_smile: just if you can please credit the graphics creator and a link to this thread in your description.

One thing you can do is add your side graphic as an additional image

For example you could save a new simple preset which references the one you originally loaded, then set one of the images like this:

TopLayerImage = MyTexture.png

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Yeah, what I meant is that Retroarch does not have support for this, rather than to say that it’s technically not possible :wink:

It would be cool to have such a thing with a big shader like this :slight_smile:

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It is likely that you are not yet aware of ALL the parameters. Many things that affect the graphic elements can be done in the shader with only parameters.

If you are needing something specific, perhaps I can save you some time. I have also been known to do requests. Feel free to contact me via PM if you’d like.

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Mega_Bezel_Logo

Mega Bezel is updated to V 0.9.108 2022-04-23 Rev 1

Changes:

  • Fixed cropping in Megatron Presets
  • Fixed path problems in Community_CRT_Variations

HERE ARE THE LINKS!

Shader Package Approx. 15 MB

Extra Examples Package


INSTALLATION INSTRUCTIONS

  • You MUST use Retroarch Version 1.9.8 or Later (It will fail to load on earlier versions)
    • If you have previous versions of the Mega Bezel installed:
      • Delete the old Mega Bezel stuff from shaders/shaders_slang/bezel
    • Inside the .zip is a bezel folder, copy the bezel folder into your Retroarch/shaders/shaders_slang folder
      • The final path to the Mega bezel should be Retroarch/shaders/shaders_slang/bezel/Mega_Bezel
    • Set video driver to Vulcan
      • It will run in GLCore but seems faster in Vulcan
      • Some users have run it successfully in D3D11 but with a very slow load time
      • Restart after changing the video driver
    • Open the Settings Menu and Set:
      • Video / Scaling / Aspect Ratio to Full
        • This will match your monitor aspect aspect ratio
      • Video / Scaling / Integer Scale to OFF
      • Video / Output / Video Rotation to Normal
      • User Interface / Show Advanced Settings to ON
      • Core / Allow Rotation to OFFImportant for FB Neo
      • Do this Before loading content
    • Load a preset in the shaders menu, Mega Bezel shader presets are found in:
      • shaders/shaders_slang/bezel/Mega_Bezel/Presets
    • When you save a preset make sure you have the Simple Presets feature set to ON
      • This will save a preset with a reference to the preset you loaded plus whatever parameter changes you made
      • This will keep your presets loading properly when the shader updates in the future

BendBombBoom__Dotty-Mask-7__ADV.slangp

BendBombBoom__Slotmask__ADV__NTSC__1080p.slangp

Sonkun__SlotMask-8-16-Bit-PC-1080p__STD-NTSC.slangp

Sonkun__SlotMask-Arcade-32-64-128-Bit-480i-1080p__STD-NTSC.slangp

Nesguy__ApertureGrille-TVL-360__ADV.slangp

Nesguy__ApertureGrille-TVL-540__ADV.slangp

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