Mega Bezel Reflection Shader! - Feedback and Updates

yeah sounds great , the spritefeature itself could be a feature i would like to play around with and see what i can make with something like this . or the before mentioned timed brightness (both could get a cozy rainy window with some thunder far away :heart_eyes:)

if you ever need something else tested besides this let me know , i usually have time on mass

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Mega Bezel is updated to V1.6.4_2022-12-11

Changes:

  • Guest Advanced updated to crt-guest-advanced-2022-11-28-release1

  • Presets

    • Reorganized Variation Presets (Base CRT Presets stay the same) including:
      • Megatron
      • Max Int Scale
      • Smoothed presets
    • Presets updated to reference .params files to avoid redundancy
    • These Params files can be used in any of your presets to apply pre-defined effects
    • Updated Smoothed presets, now there is the range of no smoothing to super smoothing
    • Updated Vector Presets made for FBNeo High Res Mode
      • Better mask display which is appropriate for color vector games
  • Fixed Glass Presets and brightness of Megatron in HDR

  • Tube Effects default values have been adjusted

  • Changed Sampling Multiplier now to use 100 by default, and 0 is no longer an option

    • If you have any presets with the sampling multiplier set to 0 you will need to change them
  • Fixed bug where Colored Gel was causing the tube to become transparent

  • Signal Noise Added (Noise in signal before the CRT shader)

    • Works independently of the retroarch viewport resolution
    • Choose between resolution of noise matching the scanline resolution, core resolution or smoothed resolution
  • Fixed Top/Bottom Cropping in NTSC presets which was doing incorrect sampling

  • Resolution Debug

    • Correct scale values are now shown when Viewport Zoom is used
    • Integers with no decimal are now shown when screen is at an integer scale
  • Deconvergence Scale Mode Added

    • There are now a different deconvergence scaling modes
      • SCREEN - Scales relative to screen height - Default
      • OUTPUT - Scales relative to output height
      • ABSOLUTE - Does not scale
        • This means the deconvergence will look bigger if you are running at a lower resolution and vice versa
      • MASK - Will scale by the factor of the mask’s current size
  • Fake Scanlines now applied before deconvergence so deconvergence will be applied above and below each scanline

  • Mask Size Auto Threshold Added

    • You can now see and set what the threshold is for the masks to increase size
  • Black Level Control in Grade has better incremental adjustment

    • This is now working well with the Post Brightness Affects Black Level
    • Used in the Vector preset so the vector brightness can be increased without the rest of the screen brightening
  • Note: Good trick for Scanlines on Black without destroying contrast

    • Increase the black level in grade to bring black up to a bit gray and scanlines appearing on the black
    • Reduce Gamma Out near the top of the full setting list to make the gray areas darker but keep scanlines

Go to the first post here for links to the package and install instructions. Please make sure to read the install & setup instructions

Glass is working in HDR again

Improved Resolution Debug

Old Fake Scanlines with Deconvergence

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New Fake Scanlines with Deconvergence

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Super Smooth with thick Scanlines

Old Deconvergence Scaling @ 1080p

Old Deconvergence Scaling @ 320p

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New Deconvergence Default Scaling @1080p

New Deconvergence Default Scaling @320p

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Some Scanlines on Black

Sampling Multiplier’s are 100 by default and no longer go to 0 (Ignore the 0:Auto… message)

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I just demo’d the new vector preset with Asteroids Deluxe (I’m using MAME current in hi res mode for that and not FBNeo). It looks good. Vector lines are more solid and less fuzzy. Can I just plug the path to that preset into the reference on my presets that are already set up with backgrounds etc? Looks good.

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Wow! Some major quality of life changes in this one! Thanks and congratulations on another awesome update!

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Yeah, you can just swap out the paths.

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Last question on the new vectors… is there a paramater that effects the laser sharpness vs. the fuzzy edge of the vector lines?

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so i just had to test and include the new vector presets in my old vector presets

here a the results in 4k …

you can not denied that HyperspaceMadness is a Hyperspace Wizzard

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Yeah, I think if you just adjust the guest glow closer to 0 that should probably do it. Also you can try changing the glow value from negative to positive to have the glow without the mask applied to it :slight_smile:

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was just playing with the guest settings and lowerd the scanlines and …uhhhh this is just great

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@HyperspaceMadness

Not sure if this is intentional or not because I didn’t see it mentioned in the changelog but the MBZ__0__SMOOTH-ADV__GDV.slangp (and related) base presets now use Mask 1 and have Mask Bloom set to 0.3 by default.

Are there any other changes to the base preset default parameters that didn’t make it into the log?

Wow! That’s amazing… Good Job :grin:

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I think those are the only ones which have changed. The mask was changed to avoid Moire at 1080p, and the bloom was changed to have more consistent brightness with the other GDV presets, here’s an example:

ADV

SMOOTH-ADV with new 0.3 Mask Bloom

SMOOTH-ADV with old 0.05 Mask Bloom

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Gracias! I had just used WinMergeU to help spot the differences but I thought I’d leave the question up for the benefit of other users as well.

The Mask Bloom adds a sort of interesting intensity to the Scanlines, especially on white, unfortunately it seems to diminish the purity of the RGB phosphor and textured look provided by the 100% Mask strength setting, at least in the Slot Mask Presets I’ve tested.

A simple update to my preset pack specifying Mask Bloom values should help keep things consistent across HSM Mega Bezel Reflection Shader revisions.

Nice to see the default presets evolving as well for the sake of all users. They look pretty decent actually, not that I’m surprised by that or anything!

Overall, I kinda prefer the screenshot with the Old Mask Bloom at 0.05. I just love the textured look which can still be easily seen from a distance despite the slight loss of brightness. The new one with Mask Bloom 0.3 is nice in terms of brightness and the textured look is still present but much more subdued so it looks like it has less of a CRT effect applied to my eyes.

I get the whole consistency thing but nothing comes for free in the world of CRT Shaders it seems.

One more question, which one of the new Deconvergence modes retains the current (old) behaviour? Not that the old behaviour is better or anything just would like to know in order to better prepare my presets for the change rather than have things change randomly or inadvertently.

You see some of the quality of life improvements that are being introduced fix things that I might have already compensated for or even embraced in all of my presets so an improvement in these areas might still require an adjustment on my side in order to relax or revert a workaround that is no longer needed or just find a way to keep things the way they were if that might make things easier.

Thanks again for the great work!

This would be the absolute mode

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Understood. Thank you very much.

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HSM Mega Bezel Examples is updated to V1.3.0_2022-12-12

Changes:

  • New & Updated Mr Retrolust example presets. A single layer presets as well as multi-layer presets, e.g. Art layer, Glass layer, Cabinet Wings layer.

Go to the first post here for links to the package and install instructions. Please make sure to read the install & setup instructions

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I started working the new vector presets into my own personal vector game setups… one thing I noticed is that the tube diffuse image, I believe it is (the greenish overlay), doesn’t have an opacity or y position option in the tube diffuse section in the parameters. So, I am able to move it with the screen/bezel controls, but then if I want to move the screen down, it can sometimes leave a gap uncovered by the tube diffuse image. Is there a separate control for the Y position? Also, is there a way to decrease the opacity?

Thanks for the help.

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I have never noticed a gap in the tube diffuse. It should be tied to the screen, I am using it on screens with all sorts of position adjustments.

Decreasing the brightness should effectively lower the opacity.

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I think I see what’s happened… with the new preset, the brightness in the MAME tab settings was being amplified more than before, so I was getting a “greener” screen than before. If I turn down those brightness settings (which I had raised slightly for vector games in the past) it tones it down. I think I can balance it out this way, but I still see that gap at the top of the screen.

Both the Gel and the Diffuse don’t even have to be a certain size or aspect, they scale to the screen. Can you post a shot?

I’m thinking you are seeing the screen black edge. The Diffuse has aspect modes and with some modes the vertical axis and the horizontal can become uneven.