Mega Bezel Reflection Shader! - Feedback and Updates

Looks like the core is forcing use of the D3D video driver, and this is what is causing the bad behavior of loading the preset.

The error messages in loading the D3D are interesting though, says there’s a divide by 0 and a negative exponent error.

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The weird thing is that this core works with Guest’s Advanced shader and others. Plus this started to happen only when I updated Retroarch itself. I will test a bit more.

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Yeah, but the Mega Bezel has long had an issue with D3D compiling. The fact that it only happens after up updated retroarch is weird though.

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FYI: Just tested with 1.10.3 and it works fine with the same preset, same updated Swanstation core.

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I don’t know if it’s new but the Enhancement Settings in the core lets you choose hardware renderer. “Auto” crashes but “Vulkan” works fine.

RA 1.11.0 and newest Swanstation.

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Yeah, this sounds like it’s probably the issue. Someone else was running into the same thing recently.

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Hmmmm…Well I guess it might have worked if the Shaders were applied before the video filter.

I don’t think the game matters either. I tried enabling all the checkerboard settings with Sonic The Hedgehog and maybe Lords of Thunder before in conjunction with my Blargg NTSC Video Filter presets and the results were probably similar to what happened in your attempt.

What Hyllian did here using only shaders seems similar in concept to what I had in mind and it works well! So you get great dedithering and transparency with less unwanted artifacts.

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Thanks for that, I just changed the core to “software” because I like ugly graphics and problem solved :smiley:

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In my shader preset pack there are shader presets I made specifically for use with Blargg NTSC Video Filters. Here are a couple of them in action.

You have to load full resolution, then open in new tab or window, zoom in or view fullscreen in order for these to look correct because of the mask and scanline settings.

CyberLab__Ultimate_Virtual_Slot_Mask_IV_OLED_CRT-1P2RTA_for_CyberLab_or_Core_Blargg_Composite_or_S-Video_Filter.slangp + Blargg_NTSC_Genesis_S-Video_CyberLab_Special_Edition.filt aka Blargg_NTSC_SNES_Custom_pseudo_MD_S-Video.filt

CyberLab__Ultimate_Virtual_Slot_Mask_IV_OLED_CRT-1P2RTA_for_CyberLab_or_Core_Blargg_Composite_or_S-Video_Filter.slangp + Blargg_NTSC_Genesis_Composite_CyberLab_Special_Edition.filt aka Blargg_NTSC_SNES_Custom_pseudo_MD_Composite.filt

CyberLab_Genesis_for_CyberLab_or_Core_Blargg_Composite_or_S-Video_Filter.slangp + Blargg_NTSC_Genesis_S-Video_CyberLab_Special_Edition.filt aka Blargg_NTSC_SNES_Custom_pseudo_MD_S-Video.filt

CyberLab_Genesis_for_CyberLab_or_Core_Blargg_Composite_or_S-Video_Filter.slangp + Blargg_NTSC_Genesis_Composite_CyberLab_Special_Edition.filt aka Blargg_NTSC_SNES_Custom_pseudo_MD_Composite.filt

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So the filters are done first on top of the image that the core outputs and is processed by the CPU. Then the shader runs after this on the GPU and outputs the final image to the screen.

As Duimon said, the mixing that Blarg is doing is going to interfere with the de-dithering algorithm, because the dedithering algorithm is expecting input which has similar patterns as the unadjusted core image.

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This makes sense, I figured this was the case the first time I tried it right after you added the new Hyllian Checkerboard Shader to HSM Mega Bezel Reflection Shader. I had attempted to create an “Ultimate” Blending and transparency shader preset that produced minimal unwanted artifacts.

In the past and prior to this I’ve mentioned that my “for Blargg…” shader preset settings pre-sharpen the image before being blurred/blended/softened a bit by the Blargg NTSC filter.

This is technically incorrect as what they actually do is sharpen the softened image after the Blargg Filter does its processing. Either way, it seems to work well at producing a nice not so blurry output while performing Blending and Transparency without the false positive artifacts while also not being as heavy handed as SGENPT-MIX or GTU with the resolution turned down to 160.

I’ve tried other NTSC Shaders but I haven’t been able to get a handle on any of them as yet and I don’t see any problem with users being re-introduced to a feature that makes up a part of the RetroArch experience and does what it says on the box.

@aorin1

You can get the preset from my Front-End-Assets repo here.

You will need my package installed. Just unpack the zip into the shaders folder.

test.slangp is @sonkun’s preset chained to the Mega Bezel, test2.slangp is just Guest ADV with mask 8 and some small tweaks.

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a Sega Saturn Pic… :grin: :heart_eyes:

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Hey! Is there any easy way to use Dumions overlays in HSM from the RA gui? Last time I set it up was like a year ago, and then you had to edit the shader preset and point the overlay file. Is this still the case?

@e2zippo once you download Duimon’s folder and place it in the right directory you can then do everything from the GUI. No need to edit any files.

Ok. I’ve downloaded Dumions pack and placed it in \Retroarch\shaders\Duimon-Mega-Bezel\

How do I switch between different overlays, I’m, guessing it’s parameter in the shader?

just load one of the presets from RA GUI when in game: shaders\Mega_Bezel_Community\Duimon-Mega-Bezel\Presets\Advanced

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Ah. That’s not really what I’m after though. I was looking for an easy way to use Dumions overlays without using his presets. The HSM shader pack includes a variety of shaders, not just Guest.

Also I can’t seem to apply Dumions presets either, they fail to load, at least the Nintendo SNES ones.

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Before you try to add anything, you might have to install them correctly first. For the correct and most up-to-date instructions see the first and second posts here.

From the installation section in the second post on my thread.

And from the install info at the beginning of this thread…


Easy would be a relative/subjective term, but there is currently no way to do it in the shader parameters.

You will have to load one of my presets and save a core, game, or content directory preset. Then edit the reference line by hand. You can compare my Lite preset with a Standard or Advanced to see the difference.


Also, the use of the word “Overlay” may cause confusion. Overlays are separate from shaders and my presets don’t use them. These are technically shader borders.

Although I release Overlay versions of all my Borders, language is important when seeking an accurate answer.


If you still need assistance after digesting this post, please post again and we will get you squared away. :grin:

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