Mega Bezel Reflection Shader! - Feedback and Updates

I was reading the RA 1.15 notes and am really interested in the shader stacking feature, as I’m sure you all are. What an interesting idea and step forward for shadering!

My question is… for us average Joe types that don’t understand much of the science of the CRT and the RGB… what practical ways can we use the shader stacking to improve our console and arcade setups? Share your ideas! Thanks, guys! :slightly_smiling_face:

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already played around with it ^^

there are so many ways now to use shaders that i first have to make a “road map” to make any ideas xD

@HyperspaceMadness congrats to the perfomance boost it runs now at full 4k just fine for me ^^

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Yeah, go for it it’s a great way to try new things!

A word of warning about using it with the Mega Bezel… :warning:

Basically if you alter the shader chain --which is what will happen when you use the prepend feature–and then save a preset you will end up with a full preset, which means it will have no reference line and all the shader passes explicitly included. When the Mega Bezel is updated in the future and the base shader chains are adjusted this full preset you saved may not work quite right, and may even fail loading. :skull_and_crossbones: which will make you sad :cry:

So beware, the only safe way to work with presets and future updates to the Mega Bezel is to edit only parameters and texture paths and save simple presets. :sweat_smile:

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Thanks for the new update @HyperspaceMadness! Reflections are looking much better in this one!

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Anyone interested in the preset wildcard feature there is an explanation and details on which wildcards are supported in the pr on github, I’ll add it to the libretro help soon.

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Hmm so in the past this needed to be off, and Settings / Core / Allow Rotation needed to be OFF in the retroarch settings, this is separate from the fbneo settings.

With this setup it works. Are you saying that it works with different settings?

You’re welcome! I’m glad it’s working for you, the performance improvement is definitely welcome :sweat_smile:

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Just an FYI after doing some more playing and observation last night I noticed that this is still happening. Not sure if the frequency or behavior has changed as its just some initial tests and osbervations but I was wondering if this was the same “color rainbowing in the reflection” that you were referring to or maybe something different.

I can post new screenshots and do some further investigation if necessary.

Off the top of my head, it “feels like” the behaviour might have changed and it’s no longer occurring in the same games and scenarios but still showing up in others.

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I Updated RA to use Mega Bezel V1.12.0_2023-03-11. But It seems to be a problem with RA 1.15.0. Windows failed to launch RA, or even if it does, It soon crashes and returns to Windows. Is this only happening to me? There’s no error message at all, so I can’t get any clue. everything is just fine with 1.14.0 now.

My system : Windows 10 / AMD 5600X / GTX3070Ti

Yeah if you can post a couple new images, and include settings from the preset you are using?

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Sure, I’ll do that when I get a chance.

hmm, I don’t have any problems.

Also you could rename your retroarch.cfg, then launch, then you will get fresh settings.

Is it a complete new install? If not I would try that.

If both those fail then I would try turning the logging on in the cfg file and then launch to see if you get any log.

I think these settings should do it: settings_show_logging = “false” frontend_log_level = “0” content_runtime_log = “true”

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@HyperspaceMadness

Do you think this is worthy of inclusion in the Mega Bezel?

This is a “looks good at viewing distance only” preset, since it only attempts to emulate the black space of a slotmask and not the individual phosphors. I’m not completely satisfied with the sharpness, but I think I’ve hit a point of diminishing returns as far as that goes. I think this is the most satisfying emulation of a slot mask possible at 1080p, personally. NTSC version shown here, but I have an RGB version as well.

Compare to this photo of a Commodore 1084 monitor (can anyone identify this game?)

Some additional Commodore monitor photos that @DariusG and @MajorPainTheCactus dug up can be found here

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I think that’s Astal, Sega saturn

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My attempt recreating that using Guest.r-Dr.Venom GLSL original version

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Nice work!

I think I’m pretty close to nailing it, what do you think? Do be sure to zoom in to get a good look at the mask structure.

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That’s really good. Did some research before tweaking gdv, that monitor should be about 500 tvl if you zoom in the image. So it’s more close with mask 0-7 and slot mask size 2. Or mask 8 on gdv-mini. Mask 10 gives us around 360 tvl but it’s convincing too.

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I think the monitor might sit somewhere between mask 7 width 2 and mask 8 width 3, here are the same settings but with mask 7 and slotmask width 2.

Also, the monitor in the photo appears to be using RGB or S-video, and I’m using composite NTSC here so there are some differences resulting from that:

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Yeah I had one of those with an Amiga and later a PS1, I remember the image was stunning. Definitely better than an average TV.

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I believe it! I once bought a Trinitron FD-Wega from the owner of a local barcade, he had a whole stack of Commodore monitors in the corner of a room. I asked if he would be willing to sell one of those, and he just said “No.” :joy:

@HyperspaceMadness sorry for the tangent!

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Haha yeah I wouldn’t sell that too. It was like having an arcade at home, perfect colors, crisp. One of the best. It looked godly. Agree that 7 looks more defined than original shot, 540 tvl is too much. Should be 400-something. Probably mask 10 on 1440p would do the trick

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