Mega Bezel Reflection Shader! - Feedback and Updates

I don’t think we can do anything about this, since it’s coming out of the emulation. I wonder if there any core settings that might help. It’s possible specific upscaling multiples might be better, E.G. 2 or 4 might work better than 3x, but maybe not.

One thing which might help is to use a big upscale, then downscale to like 1280 in width. This might blur the small gaps a bit (I have a suspicion that they are 1px wide coming out of the core due to a rounding error.

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It looks pretty smooth I don’t see any artifacts, why do you want to use integer scaling?

I ask because usually it’s needed to deal with the light/dark patterns in the scanlines.

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That’s what I was referring to, above, with the “clumpy” scanlines.

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The problem is that when I make snapshots from the PC, and then watch them in my mobile phone 1080p Screen, I have to make zoom to the photo, so the vertical Black lines goes away, maybe I’m wrong, or at least should I zoom crop to a level?. My crt crops quite a bit so I don’t know…

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It sounds like if you just want the picture to be that close on your phone, then you should adjust the viewport zoom to be as close as you want it.

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Where is viewport zoom? I never touched it :thinking: :sweat_smile:

it’s here near the top of the parameter list, probably in the 3rd or 4th group:

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Ok Thanks. Do I have to use Zoom CRT Mask as well?

So I think you are confusing the NTSC Horizontal Sharpness to the Guest Advanced Horizontal Sharpness, they are now two separate parameters, the Guest Advanced Horizontal sharpness has a max of 15, and the NTSC one has a max around 1.

The NTSC section which was there before and it’s effects haven’t changed

To my knowledge these are functioning as expected

No this has not been done yet

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No, it’s really optional, it will cause the mask to get bigger if the tube gets sufficiently large. It’s off by default, so the mask matches the size of pixels on the display

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I think it looks a bit better… What do you think? :thinking: Also I set CRT 3D-2

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I’m pretty sure I’m not confusing them. I guess I need to post some screenshots or video clips of me actually increasing and decreasing the parameters in order to better illustrate what I’m experiencing.

I know that the max value is 15 for Guest Advanced Horizontal Filtering and by default it seems to be set at 15 as well, however I was able to get it even sharper using a setting of between 1.10 and 1.20 which is much closer to how I’d like it to look.

If I go down to 1 and below things begin to look really strange unlike anything I would have normally seen in the Shader. I think this also happens in V1.7.0 (I think) using the NTSC Filtering settings but that’s another story.

I’m also aware that the NTSC Horizontal Filter settings seem Sharpest at 1.0 but it’s default is actually 1.50 while it’s maximum range is a bit higher than that at 8.00. I’ll post it after I check it but at the highest value available in the Shader parameters it actually looks a bit blurry. So 1.40 is actually sharper than 1.50, 1.30 is sharper than 1.40 and so on until 1.00. I found this strange at first but I just adapted. This is how it worked in v1.7.0 for me. So far it doesn’t seem to be functioning (in any of the later shader versions) as it used to (for me). I’m not really seeing any changes on screen when I change the values.

So be on the lookout for some proper, more detailed reports on these possible issues. At least I’ve been able to get the sharpness sharper but the way I got there seems like there’s something amiss.

I held off on this just due to time constraints and just in case it was something in my preset that was contributing to it, (even though it shouldn’t be if everything is working correctly and was working correctly using the same preset with previous versions of the shader).

That’s why I asked if you could double check on your side in the interim.

Thanks for the heads up.

1 Like

It’s too bad Redream isn’t open source anymore because it scales up perfectly. Hopefully someone can fix it in Flycast someday but it’s doubtful.

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If you want to know if anything is correct or not then you should compare the STD_GDV-NTSC preset to guest’s NTSC preset, keeping in mind that the horizontal filtering settings on guest’s NTSC preset correspond to the NTSC horizontal filtering parameters in the STD_GDV-NTSC preset.

2 Likes
[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: Feb  7 2023
[INFO] Version: 1.14.0
[INFO] Git: 3a540f6
[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] [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".
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[INFO] [Playlist]: Loading favorites file: "C:\RetroArch-Win64\content_favorites.lpl".
[INFO] [Environ]: SET_SUBSYSTEM_INFO.
[INFO] [Core]: Using content: "C:\Users\G$\Desktop\roms\SNES\Ken Griffey Jr. Presents Major League Baseball (USA) (Rev 1).zip#Ken Griffey Jr. Presents Major League Baseball (USA) (Rev 1).sfc".
[INFO] [Core]: Content ran for a total of: 00 hours, 00 minutes, 00 seconds.
[INFO] [Core]: Unloading core..
[INFO] [Core]: Unloading core symbols..
[INFO] [Video]: Does not have enough samples for monitor refresh rate estimation. Requires to run for at least 4096 frames.
[INFO] RetroArch 1.14.0 (Git 3a540f6)
[INFO] === Build =======================================
[INFO] CPU Model Name: Intel(R) Core(TM) i5-8300H CPU @ 2.30GHz
[INFO] Capabilities: MMX MMXEXT SSE SSE2 SSE3 SSE4 SSE4.2 AES AVX AVX2
[INFO] Built: Feb  7 2023
[INFO] Version: 1.14.0
[INFO] Git: 3a540f6
[INFO] =================================================
[INFO] [Input]: Found input driver: "dinput".
[INFO] [Core]: Loading dynamic libretro core from: "C:\RetroArch-Win64\cores\bsnes_libretro.dll"
[INFO] [Environ]: GET_CORE_OPTIONS_VERSION.
[INFO] [Environ]: GET_LANGUAGE: "0".
[INFO] [Environ]: RETRO_ENVIRONMENT_SET_CORE_OPTIONS_V2_INTL.
[INFO] [Environ]: GET_LOG_INTERFACE.
[INFO] [Environ]: SET_CONTROLLER_INFO.
[INFO] [Environ]: SET_INPUT_DESCRIPTORS:
[INFO] [Overrides]: Redirecting save file to "C:\RetroArch-Win64\saves\Ken Griffey Jr. Presents Major League Baseball (USA) (Rev 1).srm".
[INFO] [Overrides]: Redirecting save state to "C:\RetroArch-Win64\states\Ken Griffey Jr. Presents Major League Baseball (USA) (Rev 1).state".
[INFO] [Content]: Core requires uncompressed content - extracting archive to temporary directory.
[INFO] [Content]: Content successfully extracted to: "C:\Users\G$\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: 47924.03 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] [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\guest\hsm-gaussian_horizontal.slang".
[INFO] [slang]: Using render target format R16G16B16A16_SFLOAT for pass output #32.
[INFO] [slang]: Compiling shader: "C:\RetroArch-Win64\shaders\shaders_slang\bezel\Mega_Bezel\shaders\guest\hsm-gaussian_vertical.slang".
[INFO] [slang]: Using render target format R16G16B16A16_SFLOAT for pass output #33.
[INFO] [slang]: Compiling shader: "C:\RetroArch-Win64\shaders\shaders_slang\bezel\Mega_Bezel\shaders\guest\hsm-bloom_horizontal.slang".
[INFO] [slang]: Using render target format R16G16B16A16_SFLOAT for pass output #34.
[INFO] [slang]: Compiling shader: "C:\RetroArch-Win64\shaders\shaders_slang\bezel\Mega_Bezel\shaders\guest\hsm-bloom_vertical.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\guest\hsm-crt-guest-advanced.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\guest\hsm-deconvergence.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\post-crt-prep-glass.slang".
[INFO] [slang]: Using render target format R16G16B16A16_SFLOAT for pass output #38.
[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 #39.
[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 #40.
[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 #41.
[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 #42.
[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 #43.
[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 #44.
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[INFO] [Vulkan filter chain]: Creating framebuffer 800x600 (max 1 level(s)).
[INFO] [Vulkan filter chain]: Creating framebuffer 800x600 (max 1 level(s)).
[INFO] [Vulkan filter chain]: Creating framebuffer 1920x1080 (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 #38.
[INFO] [Vulkan filter chain]: Creating framebuffer 1920x1080 (max 1 level(s)).
[INFO] [Vulkan filter chain]: Using framebuffer feedback for pass #44.
[INFO] [Shaders]: Menu shader set to: "C:\RetroArch-Win64\shaders\shaders_slang\bezel\Mega_Bezel\Presets\MBZ__0__SMOOTH-ADV-GLASS.slangp".
[INFO] [Shaders]: Applying shader: "C:\RetroArch-Win64\shaders\shaders_slang\bezel\Mega_Bezel\Presets\MBZ__0__SMOOTH-ADV-GLASS.slangp".
[INFO] [Shaders]: Menu shader set to: "C:\RetroArch-Win64\shaders\shaders_slang\bezel\Mega_Bezel\Presets\MBZ__0__SMOOTH-ADV-GLASS.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 800x672 (format: 97).
[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: 47924.03 Hz.
[INFO] [Video]: Set video size to: 1918x1080.
[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..```

Updated my RetroArch build. Tried loading some of the shaders I was able to before and getting crashes. Not posting for immediate resolution, just a heads up to the team. Appreciate the continued work/support :fist_right:

Hello, can anyone help me solve my problem? When I try to emulate SNES and apply these very cool shaders, my image is very badly distorted as you can see on screenshot. (look at my ball, it’s not even rounded, LOL). I’d rather like to see picture without this deformation. Is there a way to do this?

Guest Advance Filtering Section

Example images showing strange filter settings behaviour with different combinations of Subtractive Sharpness and Horizontal Sharpness.

NTSC Filtering Section

Example images showing filter settings being changed but no changes being seen in the image.

Preset used in example images:

#reference ":/shaders/Mega_Bezel_Packs/CyberLab/MBZ__1__Advance_Full_Reflections_CyberLab_Special_Edition/4K_Optimized_Presets/Console_Specific_Presets/CyberLab_SNES_Composite_Slot_Mask_IV_OLED_NTSC + CFRS_Mega_TV.slangp"

cust_artifacting = "1.400000"
S_SHARP = "1.200000"
scans = "0.650000"

or

#reference "../../../../../../shaders/shaders_slang/bezel/Mega_Bezel/Presets/Base_CRT_Presets/MBZ__1__ADV__GDV-NTSC.slangp"
GAMMA_INPUT = "2.150000"
gamma_out = "2.450000"
post_br = "1.499999"
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = "600.000000"
SHARPEN = "2.300000"
HSM_CURVATURE_MODE = "0.000000"
g_crtgamut = "0.000000"
g_sat = "0.200000"
quality = "-1.000000"
ntsc_scale = "1.110000"
ntsc_fields = "1.000000"
cust_fringing = "0.400000"
cust_artifacting = "1.400000"
S_SHARP = "1.200000"
scans = "0.650000"
ntsc_sharp = "-5.500000"
glow = "0.010000"
bloom = "0.150000"
gamma_c = "1.275001"
gsl = "2.000000"
shadowMask = "12.000000"
maskstr = "1.000000"
mask_layout = "1.000000"
slotmask = "1.000000"
slotmask1 = "1.000000"
slotwidth = "7.000000"
double_slot = "3.000000"
GDV_DECONVERGENCE_ON = "1.000000"
decons = "0.400000"
GDV_NOISE_ON = "1.000000"
addnoised = "0.180000"
noiseresd = "1.000000"
noiseresd4kmult = "1.000000"

or

#reference "../../../MBZ__1__Advance_Full_Reflections/4K_Optimized_Presets/Console_Specific_Presets/CyberLab_SNES_Composite_Slot_Mask_IV_OLED_NTSC.slangp"

BackgroundImage = "../../../CyberLab_Graphics/CyberLab_Full_Range_Stereo_Mega_TV.png"

HSM_AMBIENT_LIGHTING_OPACITY = "98.000000"
HSM_AMBIENT1_OPACITY = "68.000000"
HSM_ASPECT_RATIO_MODE = "2.000000"
HSM_NON_INTEGER_SCALE = "89.769897"
HSM_PHYSICAL_MONITOR_DIAGONAL_SIZE = "55.000000"
HSM_PHYSICAL_SIM_TUBE_DIAGONAL_SIZE = "20.000019"
HSM_SCREEN_POSITION_X = "-1.000000"
HSM_TUBE_DIFFUSE_MODE = "1.000000"
HSM_TUBE_DIFFUSE_IMAGE_AMOUNT = "25.000000"
HSM_TUBE_BLACK_EDGE_THICKNESS = "-630.000000"
HSM_BZL_USE_INDEPENDENT_SCALE = "1.000000"
HSM_BZL_INDEPENDENT_SCALE = "89.769897"
HSM_BZL_SCALE_OFFSET = "106.299904"
HSM_FRM_THICKNESS = "0.000000"
HSM_INT_SCALE_MODE = "1.000000"
HSM_INT_SCALE_MULTIPLE_OFFSET = "1.000000"
HSM_CURVATURE_MODE = "1.000000"
HSM_CRT_CURVATURE_SCALE = "10.000000"

Hello HyperspaceMadness and to all the community. I needed some help please: to improve the performance of the DREZ presets you mentioned in the package update, for performance reasons, I need to remove or disable the reflection on the screen, which parameters should I adjust? Thank you very much for helping.

If you are using the ntsc variant you should not use the horizontal sharpness stuff in the regular guest settings and instead use the parameters in ‘[ NTSC FILTERING OPTIONS ]:’

And if you want to point out something which is incorrect the only thing to measure against is the Guest.R’s standalone Guest Advanced NTSC.

To do this you need to start fresh with a base STD preset with no other changes except in the [ NTSC FILTERING OPTIONS ]: and compare to the same changes in the standalone guest ntsc. You will also need set the aspect ratio to full and turn off curvature in the STD preset to have the image scaled the same so a direct comparison can be made.

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