Mega Bezel Reflection Shader! - Feedback and Updates

They don’t exist, but you can manually edit the preset file and change the base presets to a no reflect version. See my response on my thread for future plans.

The same thing for your Guest ADV request. Where available you can manually edit the base presets for the potato.

So there remains the last question standing for HyperspaceMadness: are there any future plans, where possible, to lighten the presets in general in terms of performance demands, and the standard ones in particular? Thanks for your patience with me.

The way I read your question was as a request to remove the reflections from the Standard, to lighten them up.

We’re you actually asking about lightening up the no reflect presets?

That’s what Guest-mini is for.

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@Duimon is exactly right, if you look for a no-reflect preset which uses GDV-MINI instead of GDV, this will definitely be faster.

I mean this base preset: Mega_Bezel/Presets/Base_CRT_Presets/MBZ__4__STD-NO-REFLECT__GDV-MINI.slangp

To use this with Duimon’s presets you would need to adjust the reference line in the presets or in his boiler plate base to point at this preset.

Let me know if you have any other questions. About the performance question, I’ve worked to get the preset categories to best group functionality and performance.

There could always other options that haven’t been explored yet, but currently it seems like we have the best balance.

The only thing that we don’t have is a category which removes even more of the pre-CRT shader chain, but I’m not sure how much performance benefit this would be, because these passes are at a low resolution (core res)

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Thanks for the replies. Excuse me I didn’t explain myself correctly, what I meant in the last question is if in the future, as regards the presets in general, and in particular the standard ones, there could be a margin of improvement in performance. Anyway, thanks to your tips, I managed to get very good results in terms of performance and graphics quality, with constant 60 FPS, thanks to the “Potato - GDV” preset, with some very small changes to the shader options. So mine was just a curiosity due to the fact that tests with “Standard - GDV” shaders gave me results around 50 FPS. However I found my dimension thanks to you, Duimon, HyperspaceMadness and Guest. They should make you a gold statue for your work and your availability. Thank you very much and please keep it up.

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So the STD presets will probably not have any more advanced features added, as we want to keep the performance requirements for a base experience.

I’m always looking for optimizations, so who knows it could be possible that the performance could be reduced at some point, but I don’t have any optimizations I can see right now that I haven’t already done.

Thanks so much for the kind words! :smiling_face_with_three_hearts:

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How is nes dithering transparency effects and color blending compared to snes?

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I’m not sure if I understand your question, I don’t think the NES had that much dithering which was expected to blend together like on the Genesis, but there probably was some.

The de-dithering in the Mega Bezel ADV presets can blend dithering quite well, though if that’s what you are interested in.

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maybe …just maybe i should have tried earlier to rotate a decal/bezel togehter with the tube 3d setting :face_with_raised_eyebrow: so now with that preset i just can switch the bezel out like on my neo geo presets , keep the art with og res and do all other stuff via the shader :sweat_smile: the wings are placeeholder but greyscaled for testing reason

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Hi @HyperspaceMadness. I hope this hasn’t been asked too much before, but I was wondering if there is a simple way to combine the “bezel pass” of the MB shader with any other shader preset? It would be nice if it is possible to add the necessary passes to a preset so you can have bezels on any existing shader.

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There is not an easy way of adding an additional shader to the Mega Bezel but it has been demonstrated that there is a method of adding the bezel and reflection to another preset.

Whether it is “simple” or not I don’t know, and I am confident it lacks the most important features of the Mega Bezel.

Perhaps @HyperspaceMadness could separate what is needed (In this simplified format.) and make it compatible with the new prepend/append RA feature.

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Unfortunately the short answer to this question is: no because of the nature of the desired output of a crt shader.

I know your disappointment :pleading_face:, since it’s what I wanted to do with the Mega Bezel originally.

Here’s the long answer of why:

The reason that this can’t be done simply is that too do it in a generic way you would need to take the output of the CRT pass then scale and warp it to fit inside the screen area.

You could do this but you wouldn’t like the result.

This is because crt shader has a phosphor mask which is normally needs to be applied at the final resolution (so the pattern lines up exactly with the lcd monitor lcd elements) If you take the output of the CRT pass with the mask, then scale and possibly warp this to fit the smaller screen area, the mask will get totally mangled, look bad, and create lots of ugly moire patterns.

Because of this scenario, you need to apply the coordinate system scaling INSIDE the crt shader/pass.

Anyway that’s the reasoning behind it.

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Perhaps there is some disappointment, but it is not mine. :wink: I honestly think that the power of Guest ADV really makes most other shaders irrelevant, so no need to add any new shaders to the Mega Bezel, (Other than the elusive DMG.) or the bezel to any other. :grin:

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i guess i stick with this method now , i also added a glas layer over the bezel ^^

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Well that’s a shame. Would it be possible to combine it with crt-royale + ntsc + LUT? It’s been done before like with crt-maximus-royale.slangp, but this shader doesn’t really work for me since it has a strong green tint all over the screen.

This is a simple overlay that is used with a border shader. (Or something like that.)

Not the same thing as extracting the bezel and reflection from this shader.

You could simply use one of my overlays (Or any overlay.) and the crt-royale shader.

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Which specific preset is green? Many people have been using the standard presets without any issues like that. Have you tried the Royale Clone preset in the variations folder?

If you start with the Royale clone, and change the reference to “MBZ__1__ADV__GDV-NTSC.slangp” it will give you all you ask for except the LUT.

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It’s the crt-maximus-royale.slangp preset that gives off a strong green color. You can check out my latest post on the “Please show off what crt shaders can do!” forum from yesterday. And yes, i have tried the Royale Clone preset, but it seems like you can’t use the mask options from crt-royale itself, instead it are those of the Mega Bezel.

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Technically those from Guest ADV. They have many, many options. Have you tried getting them to do what you wish?

As I said above, I think the Guest ADV shader makes most other CRT shaders irrelevant.

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