Mega Bezel Reflection Shader! - Feedback and Updates

emulation as a whole i would count as a rabbithole / double edged sword , and if you go deeper it also forks in many ways , depending how your taste is

purist want them to run as on og hardware , some guy want to get rid off the old hardware limitations , improving the games , rom hacks , rom sorting and naming ,bios files , etc. and if you go so far to create your own overlays or start with own shader settings is become quite a never ending story

you will allways find something , one game looks rigth this way , and the next with same shader looks to dark , so you start to boot up more games to get the right setting that fits the system best. or you have suddenly new ideas you could change at the overlay .

but i wouldn´t say this sucks …it just shows how much you care , and customization is in any case a blessing and a curse for that reason …

and i wonder , how “worse” this is for shader creators like HSM , look how many options and features this shader has , it must eat hours of time

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Realistic PS1…

I think I’ve finished My Sanyo CRT Settings. Could it be possible to put my custom Setting inside next Mega Bezel update so I can Share them with the community?

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BTW, I just made a gameplay, so you can see how it looks :grinning:

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Sorry guys, I just corrected the snapshot, the one before, vertical deconvergence was wrong, also fake scanlines resolution I set it to auto. Now looks ok.

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any changes made to MBZ_0_Smooth_ADV-Glass_Easymode in the latest update? I’m getting a crash on RetroArch where I wasn’t before

No, I wouldn’t expect to see much change there, more parameters are exposed, but that should not affect the function of it. Could you try to get a log?

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if you can guide me, i got np doing tht

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As you know this is my real crt, but one thing is, I’m not able to make this pattern come out like this, with black bright bars poping out, I like these prominent scanlines with that pattern.

Any Ideas?

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Cool, check out the first post, there is a link to how to get a log

1 Like

Interesting. I’m not sure if this is the best place to discuss this but you can probably post some side by side (not literally side by side) pics of the same scene on both your CRT and your CRT Shader and we can try to analyse them.

You might have to take some close up pics of your CRT and possibly also your LCD Screen so that we can compare actual output not just a GPU screenshot.

You can try to stabilize your camera and use Pro Mode with ISO 100 or 200, WB 5000 or around 4300, auto or manual focus, Shutter Speed 1/60.

I’m no expert on this but it appears as though your TV has a lower TVL than your CRT Shader Preset.

I don’t know if it’s possible to add anymore black subpixels to the mask pattern you’re using and still have it line up correctly with the subpixels of your 4K screen.

I could be wrong and there could be another lower TVL mask available for 4K screens that would still show correct RGB phosphor patterns.

That’s number 1. Number 2 is you can hardly notice the scanlines in your CRT Preset so you might need to use a darker Scanline Type, for example GSL Type 2 to match that aspect of things.

Then you have to check to see if the phosphor triads on your CRT are similar in size when compared to the sprites on your screen. So you can look and compare the number of triads that fit in an area of a sprite or graphic. If your CRT uses smaller triads then you might have to switch to a Mask Pattern that gives you smaller RGB triads instead.

This is how I came up with my Le’Sarsh_4K_Optimized presets. I actually matched the phosphor triad size of a photo of a JVC D-Series set. It was actually finer than the triad size offered by the Mask 12, Width 7, Height 3 Mask that I was using before.

So I stepped down to Mask 10, Width 4, Height 3 (or 2) to more closely match what I was seeing in the picture.

2 Likes

You’re using a Smooth-ADV preset. What version was the last that it worked properly for you?

Do the ADV or STD Glass Easymode presets crash for you as well?

What GPU are you using again and how much VRAM does it have? If I recall correctly it was a GTX 1050 or 1050Ti, please correct me if I’m wrong.

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good memory Cyber. I’m able to run all the highest presets here minus easymode. I get that weird shake screen, but am still able to esc out.

Am able to run ADV Glass too.

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I am assuming you followed these steps.

Generating Logs via Menu

  1. Go to “Settings”
  2. Enter “Logging”
  3. Activate “Logging Verbosity”
  4. Activate “Log to File”

Something is off.

If you have the “Log to File” option selected it shouldn’t open a log console window.

Try turning the “Log to File” option off and see if your log window shows anything.

Do you have any log files in the “Retroarch/logs” folder?

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open the log in text editor and copy the contents into a post. Make sure to surround the text in three back ticks ``` before and after.

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[INFO] === Build =======================================
[INFO] CPU Model Name: Intel(R) Core(TM) i5-8300H CPU @ 2.30GHz
[INFO] Capabilities: MMX MMXEXT SSE SSE2 SSE3 SSE4 SSE4.2 AES AVX AVX2
[INFO] Built: Jan 25 2023
[INFO] Version: 1.14.0
[INFO] Git: 0ec1a6a
[INFO] =================================================
[INFO] [Input]: Found input driver: "dinput".
[INFO] [Environ]: SET_PIXEL_FORMAT: RGB565.
[INFO] [Core]: Version of libretro API: 1, Compiled against API: 1
[INFO] [Audio]: Set audio input rate to: 48000.00 Hz.
[INFO] [Video]: Set video size to: fullscreen.
[INFO] [Vulkan]: Vulkan dynamic library loaded.
[INFO] [Vulkan]: Found vulkan context: "vk_w".
[INFO] [Vulkan]: Detecting screen resolution: 1920x1080.
[INFO] [Video]: Fullscreen set to 1920x1080 @ 60Hz on device \\.\DISPLAY1.
[INFO] [Vulkan]: Found GPU at index 0: "NVIDIA GeForce GTX 1050 Ti".
[INFO] [Vulkan]: Found GPU at index 1: "Intel(R) UHD Graphics 630".
[INFO] [Vulkan]: Using GPU index 0.
[INFO] [Vulkan]: Using GPU: "NVIDIA GeForce GTX 1050 Ti".
[INFO] [Vulkan]: Queue family 0 supports 16 sub-queues.
[INFO] [Vulkan]: Got 3 swapchain images.
[INFO] [Vulkan]: Using resolution 1920x1080.
[INFO] [Vulkan]: Using RGB565 format.
[INFO] [Vulkan]: Loading stock shader.
[INFO] [XInput]: Found XInput v1.4.
[INFO] [Joypad]: Found joypad driver: "xinput".
[INFO] [Autoconf]: Xbox One Controller configured in port 1.
[INFO] [Video]: Found display server: "win32".
[INFO] [XAudio2]: Requesting 64 ms latency, using 64 ms latency.
[INFO] [Display]: Found display driver: "vulkan".
[INFO] [Playlist]: Loading history file: "C:\RetroArch-Win64\content_history.lpl".
[INFO] [Playlist]: Loading history file: "C:\RetroArch-Win64\content_music_history.lpl".
[INFO] [Playlist]: Loading history file: "C:\RetroArch-Win64\content_video_history.lpl".
[INFO] [Playlist]: Loading history file: "C:\RetroArch-Win64\content_image_history.lpl".
[INFO] [Playlist]: Loading favorites file: "C:\RetroArch-Win64\content_favorites.lpl".
[INFO] [Environ]: SET_SUBSYSTEM_INFO.
[INFO] [Core]: Using content: "C:\Users\G$\Desktop\roms\SNES\Ken Griffey Jr. Presents Major League Baseball (USA) (Rev 1).zip#Ken Griffey Jr. Presents Major League Baseball (USA) (Rev 1).sfc".
[INFO] [Core]: Content ran for a total of: 00 hours, 00 minutes, 00 seconds.
[INFO] [Core]: Unloading core..
[INFO] [Core]: Unloading core symbols..
[INFO] [Video]: Does not have enough samples for monitor refresh rate estimation. Requires to run for at least 4096 frames.
[INFO] RetroArch 1.14.0 (Git 0ec1a6a)
[INFO] === Build =======================================
[INFO] CPU Model Name: Intel(R) Core(TM) i5-8300H CPU @ 2.30GHz
[INFO] Capabilities: MMX MMXEXT SSE SSE2 SSE3 SSE4 SSE4.2 AES AVX AVX2
[INFO] Built: Jan 25 2023
[INFO] Version: 1.14.0
[INFO] Git: 0ec1a6a
[INFO] =================================================
[INFO] [Input]: Found input driver: "dinput".
[INFO] [Core]: Loading dynamic libretro core from: "C:\RetroArch-Win64\cores\bsnes_libretro.dll"
[INFO] [Environ]: GET_CORE_OPTIONS_VERSION.
[INFO] [Environ]: GET_LANGUAGE: "0".
[INFO] [Environ]: RETRO_ENVIRONMENT_SET_CORE_OPTIONS_V2_INTL.
[INFO] [Environ]: GET_LOG_INTERFACE.
[INFO] [Environ]: SET_CONTROLLER_INFO.
[INFO] [Environ]: SET_INPUT_DESCRIPTORS:
[INFO] [Overrides]: Redirecting save file to "C:\RetroArch-Win64\saves\Ken Griffey Jr. Presents Major League Baseball (USA) (Rev 1).srm".
[INFO] [Overrides]: Redirecting save state to "C:\RetroArch-Win64\states\Ken Griffey Jr. Presents Major League Baseball (USA) (Rev 1).state".
[INFO] [Content]: Core requires uncompressed content - extracting archive to temporary directory.
[INFO] [Content]: Content successfully extracted to: "C:\Users\G$\AppData\Local\Temp\Ken Griffey Jr. Presents Major League Baseball (USA) (Rev 1).sfc".
[INFO] [Content]: Content loading skipped. Implementation will load it on its own.
[INFO] [Environ]: GET_SAVE_DIRECTORY.
[INFO] [SRAM]: Skipping SRAM load.
[INFO] [Core]: Version of libretro API: 1, Compiled against API: 1
[INFO] [Audio]: Set audio input rate to: 47921.08 Hz.
[INFO] [Video]: Set video size to: fullscreen.
[WARN] [Video]: 0RGB1555 pixel format is deprecated, and will be slower. For 15/16-bit, RGB565 format is preferred.
[INFO] [Vulkan]: Vulkan dynamic library loaded.
[INFO] [Vulkan]: Found vulkan context: "vk_w".
[INFO] [Vulkan]: Detecting screen resolution: 1920x1080.
[INFO] [Video]: Fullscreen set to 1920x1080 @ 60Hz on device \\.\DISPLAY1.
[INFO] [Vulkan]: Found GPU at index 0: "NVIDIA GeForce GTX 1050 Ti".
[INFO] [Vulkan]: Found GPU at index 1: "Intel(R) UHD Graphics 630".
[INFO] [Vulkan]: Using GPU index 0.
[INFO] [Vulkan]: Using GPU: "NVIDIA GeForce GTX 1050 Ti".
[INFO] [Vulkan]: Queue family 0 supports 16 sub-queues.
[INFO] [Vulkan]: Got 3 swapchain images.
[INFO] [Vulkan]: Using resolution 1920x1080.
[INFO] [Vulkan]: Using RGB565 format.
[INFO] [Vulkan]: Loading stock shader.
[INFO] [XInput]: Found XInput v1.4.
[INFO] [Joypad]: Found joypad driver: "xinput".
[INFO] [Autoconf]: Xbox One Controller configured in port 1.
[INFO] [Video]: Found display server: "win32".
[INFO] [XAudio2]: Requesting 64 ms latency, using 64 ms latency.
[INFO] [Display]: Found display driver: "vulkan".
[INFO] [Environ]: SET_SUBSYSTEM_INFO.
[INFO] [Playlist]: Loading history file: "C:\RetroArch-Win64\content_history.lpl".
[INFO] [Playlist]: Loading history file: "C:\RetroArch-Win64\content_music_history.lpl".
[INFO] [Playlist]: Loading history file: "C:\RetroArch-Win64\content_video_history.lpl".
[INFO] [Playlist]: Loading history file: "C:\RetroArch-Win64\content_image_history.lpl".
[INFO] [Playlist]: Loading favorites file: "C:\RetroArch-Win64\content_favorites.lpl".
[INFO] [Video]: Frame delay reset to 8 ms.
[INFO] [slang]: Compiling shader: "C:\RetroArch-Win64\shaders\shaders_slang\bezel\Mega_Bezel\shaders\base\add-params-glass.slang".
[INFO] [slang]: Using render target format R8G8B8A8_UNORM for pass output #0.
[INFO] [slang]: Compiling shader: "C:\RetroArch-Win64\shaders\shaders_slang\bezel\Mega_Bezel\shaders\base\stock.slang".
[INFO] [slang]: Using render target format R8G8B8A8_SRGB for pass output #1.
[INFO] [slang]: Compiling shader: "C:\RetroArch-Win64\shaders\shaders_slang\bezel\Mega_Bezel\shaders\base\add-negative-crop-area.slang".
[INFO] [slang]: Using render target format R8G8B8A8_SRGB for pass output #2.
[INFO] [slang]: Compiling shader: "C:\RetroArch-Win64\shaders\shaders_slang\bezel\Mega_Bezel\shaders\base\cache-info-screen-scale-params.slang".
[INFO] [slang]: Using render target format R32G32B32A32_SFLOAT for pass output #3.
[INFO] [slang]: Compiling shader: "C:\RetroArch-Win64\shaders\shaders_slang\bezel\Mega_Bezel\shaders\base\text-adv-glass.slang".
[INFO] [slang]: Using render target format R16G16B16A16_SFLOAT for pass output #4.
[INFO] [slang]: Compiling shader: "C:\RetroArch-Win64\shaders\shaders_slang\bezel\Mega_Bezel\shaders\base\intro.slang".
[INFO] [slang]: Using render target format R16G16B16A16_SFLOAT for pass output #5.
[INFO] [slang]: Compiling shader: "C:\RetroArch-Win64\shaders\shaders_slang\bezel\Mega_Bezel\shaders\dedither\dedither-gamma-prep-1-before.slang".
[INFO] [slang]: Using render target format R8G8B8A8_UNORM for pass output #6.
[INFO] [slang]: Compiling shader: "C:\RetroArch-Win64\shaders\shaders_slang\bezel\Mega_Bezel\shaders\hyllian\sgenpt-mix\sgenpt-mix-pass1.slang".
[INFO] [slang]: Using render target format R8G8B8A8_UNORM for pass output #7.
[INFO] [slang]: Compiling shader: "C:\RetroArch-Win64\shaders\shaders_slang\bezel\Mega_Bezel\shaders\hyllian\sgenpt-mix\sgenpt-mix-pass2.slang".
[INFO] [slang]: Using render target format R8G8B8A8_UNORM for pass output #8.
[INFO] [slang]: Compiling shader: "C:\RetroArch-Win64\shaders\shaders_slang\bezel\Mega_Bezel\shaders\hyllian\sgenpt-mix\sgenpt-mix-pass3.slang".
[INFO] [slang]: Using render target format R8G8B8A8_UNORM for pass output #9.
[INFO] [slang]: Compiling shader: "C:\RetroArch-Win64\shaders\shaders_slang\bezel\Mega_Bezel\shaders\hyllian\sgenpt-mix\sgenpt-mix-pass4.slang".
[INFO] [slang]: Using render target format R8G8B8A8_UNORM for pass output #10.
[INFO] [slang]: Compiling shader: "C:\RetroArch-Win64\shaders\shaders_slang\bezel\Mega_Bezel\shaders\hyllian\sgenpt-mix\sgenpt-mix-pass5.slang".
[INFO] [slang]: Using render target format R8G8B8A8_UNORM for pass output #11.
[INFO] [slang]: Compiling shader: "C:\RetroArch-Win64\shaders\shaders_slang\bezel\Mega_Bezel\shaders\dedither\dedither-gamma-prep-2-after.slang".
[INFO] [slang]: Using render target format R8G8B8A8_UNORM for pass output #12.
[INFO] [slang]: Compiling shader: "C:\RetroArch-Win64\shaders\shaders_slang\bezel\Mega_Bezel\shaders\ps1dither\hsm-PS1-Undither-BoxBlur.slang".
[INFO] [slang]: Using render target format R8G8B8A8_UNORM for pass output #13.
[INFO] [slang]: Compiling shader: "C:\RetroArch-Win64\shaders\shaders_slang\bezel\Mega_Bezel\shaders\guest\extras\hsm-g-sharp_resampler.slang".
[INFO] [slang]: Using render target format R8G8B8A8_UNORM for pass output #14.
[INFO] [slang]: Compiling shader: "C:\RetroArch-Win64\shaders\shaders_slang\bezel\Mega_Bezel\shaders\guest\extras\hsm-sharpsmoother.slang".
[INFO] [slang]: Using render target format R8G8B8A8_UNORM for pass output #15.
[INFO] [slang]: Compiling shader: "C:\RetroArch-Win64\shaders\shaders_slang\bezel\Mega_Bezel\shaders\base\stock.slang".
[INFO] [slang]: Using render target format R8G8B8A8_UNORM for pass output #16.
[INFO] [slang]: Compiling shader: "C:\RetroArch-Win64\shaders\shaders_slang\bezel\Mega_Bezel\shaders\scalefx\hsm-scalefx-pass0.slang".
[INFO] [slang]: Using render target format R16G16B16A16_SFLOAT for pass output #17.
[INFO] [slang]: Compiling shader: "C:\RetroArch-Win64\shaders\shaders_slang\bezel\Mega_Bezel\shaders\scalefx\hsm-scalefx-pass1.slang".
[INFO] [slang]: Using render target format R8G8B8A8_UNORM for pass output #18.
[INFO] [slang]: Compiling shader: "C:\RetroArch-Win64\shaders\shaders_slang\bezel\Mega_Bezel\shaders\scalefx\hsm-scalefx-pass2.slang".
[INFO] [slang]: Using render target format R8G8B8A8_UNORM for pass output #19.
[INFO] [slang]: Compiling shader: "C:\RetroArch-Win64\shaders\shaders_slang\bezel\Mega_Bezel\shaders\scalefx\hsm-scalefx-pass3.slang".
[INFO] [slang]: Using render target format R8G8B8A8_UNORM for pass output #20.
[INFO] [slang]: Compiling shader: "C:\RetroArch-Win64\shaders\shaders_slang\bezel\Mega_Bezel\shaders\scalefx\hsm-scalefx-pass4.slang".
[INFO] [slang]: Using render target format R8G8B8A8_UNORM for pass output #21.
[INFO] [slang]: Compiling shader: "C:\RetroArch-Win64\shaders\shaders_slang\bezel\Mega_Bezel\shaders\gtu\hsm-gtu-pass1.slang".
[INFO] [slang]: Using render target format R16G16B16A16_SFLOAT for pass output #22.
[INFO] [slang]: Compiling shader: "C:\RetroArch-Win64\shaders\shaders_slang\bezel\Mega_Bezel\shaders\gtu\hsm-gtu-pass2.slang".
[INFO] [slang]: Using render target format R16G16B16A16_SFLOAT for pass output #23.
[INFO] [slang]: Compiling shader: "C:\RetroArch-Win64\shaders\shaders_slang\bezel\Mega_Bezel\shaders\base\stock.slang".
[INFO] [slang]: Using render target format R8G8B8A8_UNORM for pass output #24.
[INFO] [slang]: Compiling shader: "C:\RetroArch-Win64\shaders\shaders_slang\bezel\Mega_Bezel\shaders\guest\hsm-afterglow0.slang".
[INFO] [slang]: Using render target format R8G8B8A8_UNORM for pass output #25.
[INFO] [slang]: Compiling shader: "C:\RetroArch-Win64\shaders\shaders_slang\bezel\Mega_Bezel\shaders\guest\hsm-pre-shaders-afterglow.slang".
[INFO] [slang]: Using render target format R8G8B8A8_UNORM for pass output #26.
[INFO] [slang]: Compiling shader: "C:\RetroArch-Win64\shaders\shaders_slang\bezel\Mega_Bezel\shaders\dogway\hsm-grade.slang".
[INFO] [slang]: Using render target format R8G8B8A8_UNORM for pass output #27.
[INFO] [slang]: Compiling shader: "C:\RetroArch-Win64\shaders\shaders_slang\bezel\Mega_Bezel\shaders\guest\hsm-custom-fast-sharpen.slang".
[INFO] [slang]: Using render target format R8G8B8A8_UNORM for pass output #28.
[INFO] [slang]: Compiling shader: "C:\RetroArch-Win64\shaders\shaders_slang\bezel\Mega_Bezel\shaders\base\stock.slang".
[INFO] [slang]: Using render target format R8G8B8A8_UNORM for pass output #29.
[INFO] [slang]: Compiling shader: "C:\RetroArch-Win64\shaders\shaders_slang\bezel\Mega_Bezel\shaders\guest\hsm-avg-lum.slang".
[INFO] [slang]: Using render target format R8G8B8A8_UNORM for pass output #30.
[INFO] [slang]: Compiling shader: "C:\RetroArch-Win64\shaders\shaders_slang\bezel\Mega_Bezel\shaders\guest\hsm-interlace-and-linearize.slang".
[INFO] [slang]: Using render target format R16G16B16A16_SFLOAT for pass output #31.
[INFO] [slang]: Compiling shader: "C:\RetroArch-Win64\shaders\shaders_slang\bezel\Mega_Bezel\shaders\easymode\hsm-crt-easymode-blur_horiz.slang".
[INFO] [slang]: Using render target format R8G8B8A8_UNORM for pass output #32.
[INFO] [slang]: Compiling shader: "C:\RetroArch-Win64\shaders\shaders_slang\bezel\Mega_Bezel\shaders\easymode\hsm-crt-easymode-blur_vert.slang".
[INFO] [slang]: Using render target format R8G8B8A8_UNORM for pass output #33.
[INFO] [slang]: Compiling shader: "C:\RetroArch-Win64\shaders\shaders_slang\bezel\Mega_Bezel\shaders\easymode\hsm-crt-easymode-threshold.slang".
[INFO] [slang]: Using render target format R8G8B8A8_UNORM for pass output #34.
[INFO] [slang]: Compiling shader: "C:\RetroArch-Win64\shaders\shaders_slang\bezel\Mega_Bezel\shaders\easymode\hsm-crt-easymode-halation.slang".
[INFO] [slang]: Using render target format R16G16B16A16_SFLOAT for pass output #35.
[INFO] [slang]: Compiling shader: "C:\RetroArch-Win64\shaders\shaders_slang\bezel\Mega_Bezel\shaders\base\post-crt-prep-glass.slang".
[INFO] [slang]: Using render target format R16G16B16A16_SFLOAT for pass output #36.
[INFO] [slang]: Compiling shader: "C:\RetroArch-Win64\shaders\shaders_slang\bezel\Mega_Bezel\shaders\base\linearize-crt.slang".
[INFO] [slang]: Using render target format R16G16B16A16_SFLOAT for pass output #37.
[INFO] [slang]: Compiling shader: "C:\RetroArch-Win64\shaders\shaders_slang\bezel\Mega_Bezel\shaders\base\blur-outside-screen-horiz.slang".
[INFO] [slang]: Using render target format R8G8B8A8_UNORM for pass output #38.
[INFO] [slang]: Compiling shader: "C:\RetroArch-Win64\shaders\shaders_slang\bezel\Mega_Bezel\shaders\base\blur-outside-screen-vert.slang".
[INFO] [slang]: Using render target format R8G8B8A8_UNORM for pass output #39.
[INFO] [slang]: Compiling shader: "C:\RetroArch-Win64\shaders\shaders_slang\blurs\shaders\royale\blur9x9.slang".
[INFO] [slang]: Using render target format R16G16B16A16_SFLOAT for pass output #40.
[INFO] [slang]: Compiling shader: "C:\RetroArch-Win64\shaders\shaders_slang\blurs\shaders\royale\blur9x9.slang".
[INFO] [slang]: Using render target format R16G16B16A16_SFLOAT for pass output #41.
[INFO] [slang]: Compiling shader: "C:\RetroArch-Win64\shaders\shaders_slang\bezel\Mega_Bezel\shaders\base\reflection-glass.slang".
[INFO] [slang]: Using render target format R8G8B8A8_SRGB for pass output #42.
[INFO] [Vulkan filter chain]: Creating framebuffer 2048x2048 (max 1 level(s)).
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[INFO] [Vulkan filter chain]: Creating framebuffer 6144x6144 (max 1 level(s)).
[INFO] [Vulkan filter chain]: Creating framebuffer 6144x6144 (max 1 level(s)).
[INFO] [Vulkan filter chain]: Creating framebuffer 6144x6144 (max 1 level(s)).
[INFO] [Vulkan filter chain]: Creating framebuffer 6144x6144 (max 1 level(s)).
[INFO] [Vulkan filter chain]: Creating framebuffer 1920x1080 (max 4294967295 level(s)).
[INFO] [Vulkan filter chain]: Creating framebuffer 1920x1080 (max 4294967295 level(s)).
[INFO] [Vulkan filter chain]: Creating framebuffer 800x600 (max 4294967295 level(s)).
[INFO] [Vulkan filter chain]: Creating framebuffer 800x600 (max 1 level(s)).
[INFO] [Vulkan filter chain]: Creating framebuffer 800x600 (max 4294967295 level(s)).
[INFO] [Vulkan filter chain]: Creating framebuffer 128x128 (max 4294967295 level(s)).
[INFO] [Vulkan filter chain]: Creating framebuffer 12x12 (max 1 level(s)).
[INFO] [Vulkan filter chain]: Creating framebuffer 1920x1080 (max 1 level(s)).
[INFO] [Vulkan filter chain]: Creating framebuffer 2048x2048 (max 1 level(s)).
[INFO] [Vulkan filter chain]: Creating framebuffer 2048x2048 (max 1 level(s)).
[INFO] [Vulkan filter chain]: Creating framebuffer 2048x2048 (max 1 level(s)).
[INFO] [Vulkan filter chain]: Creating framebuffer 2048x2048 (max 1 level(s)).
[INFO] [Vulkan filter chain]: Using framebuffer feedback for pass #3.
[INFO] [Vulkan filter chain]: Creating framebuffer 2048x2048 (max 1 level(s)).
[INFO] [Vulkan filter chain]: Using framebuffer feedback for pass #4.
[INFO] [Vulkan filter chain]: Creating framebuffer 6144x6144 (max 4294967295 level(s)).
[INFO] [Vulkan filter chain]: Using framebuffer feedback for pass #25.
[INFO] [Vulkan filter chain]: Creating framebuffer 6144x6144 (max 1 level(s)).
[INFO] [Vulkan filter chain]: Using framebuffer feedback for pass #30.
[INFO] [Vulkan filter chain]: Creating framebuffer 1920x1080 (max 4294967295 level(s)).
[INFO] [Vulkan filter chain]: Using framebuffer feedback for pass #36.
[INFO] [Vulkan filter chain]: Creating framebuffer 1920x1080 (max 1 level(s)).
[INFO] [Vulkan filter chain]: Using framebuffer feedback for pass #42.
[INFO] [Shaders]: Menu shader set to: "C:\RetroArch-Win64\shaders\shaders_slang\bezel\Mega_Bezel\Presets\Base_CRT_Presets\MBZ__0__SMOOTH-ADV-GLASS__EASYMODE.slangp".
[INFO] [Shaders]: Applying shader: "C:\RetroArch-Win64\shaders\shaders_slang\bezel\Mega_Bezel\Presets\Base_CRT_Presets\MBZ__0__SMOOTH-ADV-GLASS__EASYMODE.slangp".
[INFO] [Shaders]: Menu shader set to: "C:\RetroArch-Win64\shaders\shaders_slang\bezel\Mega_Bezel\Presets\Base_CRT_Presets\MBZ__0__SMOOTH-ADV-GLASS__EASYMODE.slangp".
[INFO] [Vulkan filter chain]: Updating framebuffer size 256x224 (format: 37).
[INFO] [Vulkan filter chain]: Updating framebuffer size 256x224 (format: 43).
[INFO] [Vulkan filter chain]: Updating framebuffer size 256x224 (format: 43).
[INFO] [Vulkan filter chain]: Updating framebuffer size 256x224 (format: 109).
[INFO] [Vulkan filter chain]: Updating framebuffer size 256x224 (format: 97).
[INFO] [Vulkan filter chain]: Updating framebuffer size 256x224 (format: 97).
[INFO] [Vulkan filter chain]: Updating framebuffer size 256x224 (format: 37).
[INFO] [Vulkan filter chain]: Updating framebuffer size 256x224 (format: 37).
[INFO] [Vulkan filter chain]: Updating framebuffer size 256x224 (format: 37).
[INFO] [Vulkan filter chain]: Updating framebuffer size 256x224 (format: 37).
[INFO] [Vulkan filter chain]: Updating framebuffer size 256x224 (format: 37).
[INFO] [Vulkan filter chain]: Updating framebuffer size 256x224 (format: 37).
[INFO] [Vulkan filter chain]: Updating framebuffer size 256x224 (format: 37).
[INFO] [Vulkan filter chain]: Updating framebuffer size 256x224 (format: 37).
[INFO] [Vulkan filter chain]: Updating framebuffer size 256x224 (format: 37).
[INFO] [Vulkan filter chain]: Updating framebuffer size 256x224 (format: 37).
[INFO] [Vulkan filter chain]: Updating framebuffer size 256x224 (format: 37).
[INFO] [Vulkan filter chain]: Updating framebuffer size 256x224 (format: 97).
[INFO] [Vulkan filter chain]: Updating framebuffer size 256x224 (format: 37).
[INFO] [Vulkan filter chain]: Updating framebuffer size 256x224 (format: 37).
[INFO] [Vulkan filter chain]: Updating framebuffer size 256x224 (format: 37).
[INFO] [Vulkan filter chain]: Updating framebuffer size 768x672 (format: 37).
[INFO] [Vulkan filter chain]: Updating framebuffer size 768x672 (format: 97).
[INFO] [Vulkan filter chain]: Updating framebuffer size 768x672 (format: 97).
[INFO] [Vulkan filter chain]: Updating framebuffer size 768x672 (format: 37).
[INFO] [Vulkan filter chain]: Updating framebuffer size 768x672 (format: 37).
[INFO] [Vulkan filter chain]: Updating framebuffer size 768x672 (format: 37).
[INFO] [Vulkan filter chain]: Updating framebuffer size 768x672 (format: 37).
[INFO] [Vulkan filter chain]: Updating framebuffer size 768x672 (format: 37).
[INFO] [Vulkan filter chain]: Updating framebuffer size 768x672 (format: 37).
[INFO] [Vulkan filter chain]: Updating framebuffer size 768x672 (format: 37).
[INFO] [Vulkan filter chain]: Updating framebuffer size 768x672 (format: 97).
[INFO] [Vulkan filter chain]: Updating framebuffer size 768x672 (format: 37).
[INFO] [Vulkan filter chain]: Updating framebuffer size 768x672 (format: 37).
[INFO] [Vulkan filter chain]: Updating framebuffer size 768x672 (format: 37).
[INFO] [Vulkan filter chain]: Updating framebuffer size 256x224 (format: 4).
[INFO] [Vulkan filter chain]: Updating framebuffer size 256x224 (format: 109).
[INFO] [Vulkan filter chain]: Updating framebuffer size 256x224 (format: 97).
[INFO] [Vulkan filter chain]: Updating framebuffer size 768x672 (format: 37).
[INFO] [Vulkan filter chain]: Updating framebuffer size 768x672 (format: 37).
[INFO] [Vulkan filter chain]: Updating framebuffer size 256x224 (format: 4).
[INFO] [Vulkan filter chain]: Updating framebuffer size 256x224 (format: 4).
[INFO] [Video]: Does not have enough samples for monitor refresh rate estimation. Requires to run for at least 4096 frames.
[INFO] [Audio]: Set audio input rate to: 47921.08 Hz.
[INFO] [Video]: Set video size to: 1269x808.
[WARN] [Video]: 0RGB1555 pixel format is deprecated, and will be slower. For 15/16-bit, RGB565 format is preferred.
[INFO] [Vulkan]: Vulkan dynamic library loaded.
[INFO] [Vulkan]: Found vulkan context: "vk_w".
[INFO] [Vulkan]: Detecting screen resolution: 1920x1080.
[INFO] [Vulkan]: Found GPU at index 0: "NVIDIA GeForce GTX 1050 Ti".
[INFO] [Vulkan]: Found GPU at index 1: "Intel(R) UHD Graphics 630".
[INFO] [Vulkan]: Using GPU index 0.
[INFO] [Vulkan]: Using fences for WSI acquire.
[INFO] [Vulkan]: Using GPU: "NVIDIA GeForce GTX 1050 Ti".
[INFO] [Vulkan]: Queue family 0 supports 16 sub-queues.
[ERROR] [Vulkan]: Failed to create device.
[ERROR] [Vulkan]: win32_set_video_mode failed.
[ERROR] [Vulkan]: Failed to set video mode.
[ERROR] [Video]: Cannot open video driver.. Exiting..``` [INFO] RetroArch 1.14.0 (Git 0ec1a6a)
[INFO] === Build =======================================
[INFO] CPU Model Name: Intel(R) Core(TM) i5-8300H CPU @ 2.30GHz
[INFO] Capabilities: MMX MMXEXT SSE SSE2 SSE3 SSE4 SSE4.2 AES AVX AVX2
[INFO] Built: Jan 25 2023
[INFO] Version: 1.14.0
[INFO] Git: 0ec1a6a
[INFO] =================================================
[INFO] [Input]: Found input driver: "dinput".
[INFO] [Environ]: SET_PIXEL_FORMAT: RGB565.
[INFO] [Core]: Version of libretro API: 1, Compiled against API: 1
[INFO] [Audio]: Set audio input rate to: 48000.00 Hz.
[INFO] [Video]: Set video size to: fullscreen.
[INFO] [Vulkan]: Vulkan dynamic library loaded.
[INFO] [Vulkan]: Found vulkan context: "vk_w".
[INFO] [Vulkan]: Detecting screen resolution: 1920x1080.
[INFO] [Video]: Fullscreen set to 1920x1080 @ 60Hz on device \\.\DISPLAY1.
[INFO] [Vulkan]: Found GPU at index 0: "NVIDIA GeForce GTX 1050 Ti".
[INFO] [Vulkan]: Found GPU at index 1: "Intel(R) UHD Graphics 630".
[INFO] [Vulkan]: Using GPU index 0.
[INFO] [Vulkan]: Using GPU: "NVIDIA GeForce GTX 1050 Ti".
[INFO] [Vulkan]: Queue family 0 supports 16 sub-queues.
[INFO] [Vulkan]: Got 3 swapchain images.
[INFO] [Vulkan]: Using resolution 1920x1080.
[INFO] [Vulkan]: Using RGB565 format.
[INFO] [Vulkan]: Loading stock shader.
[INFO] [XInput]: Found XInput v1.4.
[INFO] [Joypad]: Found joypad driver: "xinput".
[INFO] [Autoconf]: Xbox One Controller configured in port 1.
[INFO] [Video]: Found display server: "win32".
[INFO] [XAudio2]: Requesting 64 ms latency, using 64 ms latency.
[INFO] [Display]: Found display driver: "vulkan".
[INFO] [Playlist]: Loading history file: "C:\RetroArch-Win64\content_history.lpl".
[INFO] [Playlist]: Loading history file: "C:\RetroArch-Win64\content_music_history.lpl".
[INFO] [Playlist]: Loading history file: "C:\RetroArch-Win64\content_video_history.lpl".
[INFO] [Playlist]: Loading history file: "C:\RetroArch-Win64\content_image_history.lpl".
[INFO] [Playlist]: Loading favorites file: "C:\RetroArch-Win64\content_favorites.lpl".
[INFO] [Config]: Saved new config to "C:\RetroArch-Win64\retroarch.cfg".
[INFO] [Core]: Content ran for a total of: 00 hours, 00 minutes, 00 seconds.
[INFO] [Core]: Unloading core..
[INFO] [Core]: Unloading core symbols..
[INFO] [Video]: Does not have enough samples for monitor refresh rate estimation. Requires to run for at least 4096 frames. ```
1 Like

try changing the logging levels to “0 (Debug)”.

1 Like

Ok thank you. I will try that as soon as I can. Maybe the mask is not the correct one, so I will change mask and see. Recently using mask 12 width 7 height 3, I will try with mask 10 and see. Thanks.:smiley:

1 Like

You’re welcome. In your case where you’re trying to match your Sanyo set that won’t work though. Those settings I gave you were to match a JVC D-Series set.

To match the Sanyo you need a setting that would give you a slightly lower TVL than what you are using currently while also darkening the Horizontal Scanlines.

I don’t know if there are any lower TVL RGB Mask settings available for 4K users…

Besides setting the GSL Type to 2, you can also darken the scanlines by decreasing the Scanline Gamma.

If you can’t get a lower TVL 4K Slot Mask than Mask 12, perhaps you can try adjusting the Mask Gamma to make the blue phosphor appear darker and that might help make it look closer to your Sanyo, in addition to tweaking the Sharpness settings but not too much Fast Sharpen as it can mess with the contrast at least with all the settings set to default except Sharpness Strength.

1 Like

[INFO] [Vulkan]: Queue family 0 supports 16 sub-queues. [ERROR] [Vulkan]: Failed to create device. [ERROR] [Vulkan]: win32_set_video_mode failed. [ERROR] [Vulkan]: Failed to set video mode. [ERROR] [Video]: Cannot open video driver.. Exiting..``` [INFO] RetroArch 1.14.0 (Git 0ec1a6a) [INFO] === Build =======================================

Somewhere in here this happened which seems bad, but it looks like it’s after the shader succeeded in loading.

Some questions :

  • Are you using the last released stable of retroarch? Or the nightly?
  • What core and game are you trying to play when it happens?
  • When you say retroarch crashes, are you saying as the shader loads up the retroarch window just disappears?
  • Have you tried the GLCore video driver?

Try this:

  • Add the image viewer core
  • Close retroarch
  • Delete your log
  • Open Retroarch
  • open an core res image (E.G. 224x256)
  • Load the shader
  • Close Retroarch
  • Get the log

Let me know if you get a crash and what shows up in the log if you do.

The next thing to try if this worked is to do these steps but load a game instead of the image viewer core.

4 Likes

you need to use command prompt/terminal. You are using Powershell which is why it isn’t working.