One of them could also be a take on the Carbon Fibre with slow moving and morphing grey/white/black. It could be so slow as to not be noticeable to the user but noticeable to the OLED panel.
Let the Ambient Bezelight shine!
That’s the ultimate filler to take care of empty space while using integer scaling, and my ultimate retro wish
Hey, I boot Super Mario 64 but I got a screen flickering, turned ON anti-flickering in shader parameters, but now I have some strange ghosting effect, is there a fix for this?
What core, video driver and shader are you using?
This kind of flickering is probably not meant to be dealt with the anti-flicker (this is more for the flickering shadows in genesis games).
I have heated of some problems people have had recently in retroarch with flickering, possibly related to VSync
I would second @hgoda90’s request about core and driver. Also what version of retroarch are you using?
Thought I’d share my settings for vector games. Not perfect but I feel like they’re almost there. Wish I could make the lines even brighter without affecting any of the black though, that’s all I think it needs.
post_br = "1.300000"
pre_bb = "2.000000"
g_gamma_in = "2.800000"
g_gamma_out = "2.200000"
g_signal_type = "0.000000"
g_crtgamut = "-1.000000"
g_space_out = "-1.000000"
g_cntrst = "0.300000"
g_mid = "0.200000"
g_lift = "0.010000"
wp_temperature = "6504.000000"
glow = "0.200000"
SIZEH = "50.000000"
SIGMA_H = "15.000000"
SIZEV = "50.000000"
SIGMA_V = "15.000000"
bloom = "2.000000"
blendMode = "0.000000"
brightboost = "2.000000"
scanline1 = "4.000000"
scanline2 = "4.000000"
beam_min = "1.100000"
vertmask = "-0.500000"
scangammaoffset = "0.800000"
h_sharp = "3.000000"
shadowMask = "6.000000"
maskstr = "0.400000"
maskDark = "1.000000"
slotmask = "0.500000"
slotmask1 = "0.900000"
slotwidth = "3.000000"
double_slot = "2.000000"
Looks pretty nice!
Are you using FB Neo’s high res mode?
One thing I noticed with the vector games is I had to increase the global reflection among to see much reflection
Wow! This brings back so many memories! Looks awesome!
I am have Alternate Render Method enabled and 1920x1440 in the MAME core options, called out in it’s own .opt file for each of several vector games I have so it takes effect automatically on load of those specific games
It really looks great, I didn’t realize you could do this, thanks for showing us
One thing I’d like to achieve at some point is to get the extra bright points where the lines converge, or lots of lines are close together
Thanks! I’ll give it a whirl.
I look forward to hue cycling/background lighting as well.
Retroarch version? 1.10.3! Core? Nintendo - Nintendo 64 (ParaLLEI N64)! Core Version? 2.0-rc2! Video Driver? Vulkan! Shader? Default Reflection Shader settings, just tweaked to skip intro.
Flickering in action below:
Load the game and go to Options. Set GFX Plugin to angrylion. Reset Retroarch and load the game again than everything should be fixed.
Edit: To be able to change the resolution use the Mupen64Plus-Next core instead. It works without any setting changes needed.
It worked! I would never imagine this issue was due driver plugin, I thought it was either Shader Settings or some GeForce Experience configuration. Thank you! Super Mario 64 Multiplayer with this Bezel is just AMAZING, I’m really happy =)
If there is a graphical issue in the game typically it is either the video driver or the Core’s video settings.
N64 RDP etc. plugin architechture is a thorn in our Mega Bezel side. No other core has these features.
You have no idea how much work it has created for @HyperspaceMadness. We almost had to resort to software rendering just to get the core to display anything at all.
It was very strong magic @HyperspaceMadness worked to get it to run.
Wizardry beyond belief.
Hello, my friends. May I ask - is this wonderful shader pack still going to be added to the main Retroarch download package?
Forgive me if I missed a post on this! Wishing you all well
Yup, it will probably be added sometime soon
So more post brightness is making the blacks less black?
I think the brightened blacks are coming from the grade black level (g_lift). So if you increase the post brightness then reduce the black level you should be able to get a higher brightness without washing out the blacks too much.
Seems like having a smaller ui increment on the black level parameter would help increasing the post brightness and reducing the black level. For now you could just put in a smaller value for g_lift in the preset file even though the ui won’t let you, E. G. g_lift = 0.002
I should probably add a parameter which would control a correction on the black level related to the post brightness so you could adjust the post brightness without affecting the effective black level.