I’m having trouble finding the new Super-XBR-GDV preset. I can see the Slang files in Shaders for it, but nothing in the Preset folder called that.
Whoops! I spotted them in the 2 section, nevermind. Cheers again for another awesome release, looking forward to digging into them now. xD
I would like to thank you for the excellent work, these shaders are works of art. RetroArch is an excellent platform. But without these shaders, without your work, it would just be one more. Everyone who is a part of these Shaders, Overlays, all of you, are great artists. Thanks and please Duimon, make a booth overlay for MAME like there is one you have in your repository.
Welcome to the community. Thank you for your kind words.
You’'ll have to be more specific than that.
I have done overlay versions for every MAME Mega Bezel preset I have.
Could you provide a link to the graphic you are talking about?
Arcade_Originals In your Repository, you have a very well done MAME model. Sorry for writing, using Google Translate.
I actually don’t have one spicifically design with the MAME logo, or just for MAME. All of the graphics in the MAME folder are MAME layouts, the rest are RocketLauncher Bezels.
There is no good reason that I can’t convert them all to Mega Bezel presets.
It will take a bit of work, and they are all 1080, but I feel like it is a project worth doing, just like the original Arcade Originals project.
Thanks for reminding me of that project… it was a labor of love, and a big reason I am here was someone mentioning the Mega Bezel in the forum I was sharing the work in.
I will put it at the top of my list of projects once I finish my current short list.
When you did the MAME overlays I thought you were going to do the Arcade Originals ones, I know almost nothing about editing. But when I saw these I went crazy. I wanted to leave with the names of the companies, Capacom, Konami, etc… Once again, the work you do here far surpasses the work they do in their collections.
The Arcade Originals were all raster, using a 3D modeled arcade cabinet that was rendered to separate layers. The rest was done in Photoshop.
All my current work is vector, done in Illustrator. From an artist’s perspective it is a totally different world. Sometimes limiting but always gratifying.
Thank you again for the kind words.
Hi , crashing on retroarch 10.3 64 bit and 32 bit , on nvidia shield pro (64 bit), nvidia shield ( 32 tube ), laptop , and gameing pc. tested with mame cores hangs , or crashes , log displays loaded , then crashes with no error in the log file , fresh installs on all, went through setting them up as stated on github , hangs on windows with ot responding , nvidia shields , exits immediately to home screens, laptop hangs not responding.
Which video driver are you using? It should be set to Vulkan or Glcore. Definitely test on Windows first, so your gaming pc.
The only known reason which will cause retroarch to actually crash (retroarch disappears) when loading a shader preset is if there is too much graphics memory usage. This mostly happens when someone is using upscaling in the core.
Also could you get me a log? Instructions are in the readme.
Hi, everyone. I’m new here. I have been using retroarch for many years. I downloaded the shaders and never used them before, but i have problems with the handhelds. Here is a short video: https://youtu.be/2hk5_RyBIq4 There are “purple bars” in the background. Does anyone know the problem? I tested it on the pc and on the laptop, both drivers, Glcore and Vulkan. I hope someone can help? By the way, the shaders are great, big compliments to the developers
That is due to the preset not using integer scale. You can try nudging the Non-integer scale up a bit and see if it helps.
Funny… I don’t get any artifacts and never have on the GBA.
What resolution is your monitor?
All handheld systems or just the GBA?
I’ve seen similar bands too when I’ve used your handheld shaders and have been meaning to see if there’s something I need to do to mitigate them. In my case, I’m on a 1080p monitor (which I know isn’t ideal).
Usually this is caused by uneven distribution of the lcd mask pattern across the monitor’s resolution.
Usually trying one of the integer scaling modes in the parameters improves this.
Yes, it is in all handheld. My monitor is 1080p, 60hz. I don’t know what i can do exactly, because my english is not that good I have set everything as it is described and have not changed the resolution. What exactly is meant by “Non-integer scale”? Tell me what i can do and i will try?
It’s not just the case with my monitor, the laptop also has exactly the same problem
Go to the shaders menu, then to the parameters list. Look for Integer Scale Mode and set this to 1 or 2.
Then you will be using integer scale mode.
For the higher resolution systems (NDS, and 3DS) I have included Guest ADV presets also.
For the rest of the systems I find that LCD-GRID works fairly well in non-integer.
I have been hoping @guest.r would take up the task of creating a more non-integer friendly LCD shader, seeing how his CRT shader works so well in non-integer. Using the scanline resolution and mask size his CRT shader can get pretty close to LCD-GRID in appearance.