Hi all, apologies if this has been answered in the thread - would take far too long to go through whole thing! Has anyone here used Megabezels reflection shaders on Steam Deck? If so, how? I already have hundreds of Orionangels overlays on my arcade games - the thought of having to do them all over again with the reflection shaders versions of his overlays is a painful thought, lol. Is there an easier way?
I am afraid you are out of luck finding an easy way of getting the reflection shaders versions up and running.
@hgoda90 has done some presets involving @Orionsangel’s arcade overlays. It may be as close as you will find.
https://forums.libretro.com/t/hgoda90-mega-bezel-graphic-varieties/36469/1
Damn! That’s unfortunate. Oh well, will leave it for a bit then re-do it all when I have the time.
People have, given this video:
Steam Deck: Emulación en RetroArch con reflejos - HSM Mega Bezel Reflection Shader - YouTube
I also think @schM0ggi may have had it running at some point
More Experiments with Downsampling Y and X to viewport width.
Original (1440x1080)
Downsampled to 320x240
Downsampled to Viewport 1920 (viewport) x 240
- Magic Glow!
Or another example
Original (640x480)
Downsampled to 320x240
Downsampled to Viewport 1920 (viewport) x 240
- @guest.r’s Magic Glow! Really punches up the whites
- More Magic Glow!
This looks extremely good!!!
Mega Bezel is updated to V1.10.0_2023-02-04
Changes:
- Guest Advanced updated to crt-guest-advanced-2023-02-01-release1
- Includes the new Magic Glow feature which is really fantastic
- Turn Magic Glow on and Increase the Glow amount to see the effect
- Includes the new Magic Glow feature which is really fantastic
- DREZ presets updated to use @guest.r’s G-Sharp-Resampler, which allows more control over how sharp or smooth the downsample is
- Added DREZ presets which keep the horizontal resolution
- Helpful for applying to modern games, these two are good to try
Presets\Base_CRT_Presets_DREZ\MBZ__3__STD__GDV__DREZ_X-VIEWPORT_Y-240p.slangp
Presets\Base_CRT_Presets_DREZ\MBZ__3__STD__GDV__DREZ_X-VIEWPORT_Y-480p.slangp
- Also looks good on MVC2, try
Presets\Base_CRT_Presets_DREZ\MBZ__3__STD__GDV__DREZ_X-VIEWPORT_Y-240p.slangp
- Helpful for applying to modern games, these two are good to try
- Updated preset capability and performance table
- Added contrast for signal noise
Go to the first post here for links to the package and install instructions. Please make sure to read the install & setup instructions
Some examples of the downsample
4K input
4K input and Added Mask, not tuned much
Downsampled, x = viewport, y = 480
Downsampled, x = viewport, y = 320
Downsampled, x = viewport, y = 240
I’ve had a hard time finding a Dreamcast setup that I was happy with, but the DREZ Viewport 480 has nailed it for me, I think. Thank you.
Wow! Can you share your vector preset + the magic glow setting?
When running a DREZ preset with tighter scanlines, if they are a bit clumpy instead of evenly spaced, is there a parameter that will offset that effect?
where is the vector preset? and what is it for?
/shaders_slang/bezel/Mega_Bezel/Presets/Variations/Vector/Vector-Color-HighResMode-Horizontal__STD.slangp
its for vector display based games and fbneos high res mode
yeah the magic glow stuff is really awesome ^^
Greetings @HyperspaceMadness,
I’ve noticed parameters with very similar names in the slangp file.
Is this intentional?
This is from the [Filtering] section:
h_sharp = "1.200000"
s_sharp = "1.800000"
This is from the [NTSC Filtering] section
HSHARPNESS = "1.000000"
S_SHARP = "2.000000"
I noticed that the both sets of Horizontal Sharpness as well as Subtractive Sharpness don’t seem to function in a linear manner and I’ve seen some strange results and interactions between Horizontal Sharpening and Subtractive Sharpening depending on what combination of settings were used for both. One very strange thing I’ve noticed is that 15 is no longer the sharpest Horizontal sharpness setting, which is now somewhere closer to 1.00 than 15.
I previously noticed a similar type of scaling in the NTSC Filtering section a few versions back but the results I’m getting from the filter controls don’t seem to make much sense to me. Sometimes I turn them all the way up and don’t see any change. I guess some other setting in my presets might be cancelling the affect of the filtering somewhat but I can’t really put a finger on it.
I’ve decided to try to move forward and update my presets with whatever workarounds I need to employ in order to get the sharpness and edges to be as thick and clear as I had them before but if possible can you go over and retest all of the settings in both the [NTSC Filtering] as well as [Filtering] sections in order to verify that they are functioning as expected. At least I’ll know then if the issue arises from my preset’s combination of settings or my lack of understanding of the functions of the controls.
Also, were you able to fix the reflection plane not following the edge of the bezel bug when Bezel Independent scale is being used?
To me it seems as if the reflection plane is following the edge of the Tube even if the Tube becomes obscured by the Bezel. It would be good if it can be aligned with the inner edge of the Bezel where it meets the visible area of the Tube.
All of this is using HSM Mega Bezel v1.10.0.
The only thing I see wrong with going 1440p and downscaling with 240p in MvsC2 is a few graphical glitches. Is there any way to fix that? It’s that way upscaling to 1440p even without shaders.
You can see the lines in Ryu’s hadouken.