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