Mega Bezel Reflection Shader! - Feedback and Updates

Hi. I just tried an emulator of the mega drive on the Sega Dreamcast, to compare my settings with how Dreamcast displays the Mega Drive, also I will try with snes emulator on Dreamcast. Well the results were a bit different to what I was doing. This is how it looks more or less on The Dreamcast the Mega Drive.

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You might want to enable “Sega Brightness Fix” in the shader (assuming this is guest-advanced)

Also, this conversation is probably more appropriate for the shader show off-thread, this thread is more for updates and problems specifically relating to the Mega Bezel

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Mega_Bezel_Logo

Mega Bezel is updated to V1.13.0_2023-03-19

Be sure to use at least Retroarch 1.15

Changes:

  • Fixed LCD-GRID Potato
  • Added params file for glcore and LRPS2 to avoid flipping
  • Added Frame Inner Edge Highlight @DevonCM requested
  • Added Bezel Inner Edge Brightness
  • Fixed NTSC Presets
    • Reported / Requested by @Cyber

Go to the first post here for links to the package and install instructions. Please make sure to read the install & setup instructions

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Thanks a lot for this and the continued development of the amazing HSM Mega Bezel Reflection Shader!

I now find myself in the strange position of sometimes not knowing which preset to choose in order to play a game :sweat_smile:

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:thinking: Is it what I’m thinking? Any evidence? :thinking:

I thought about frame inner edge thickness color/light control. Sometimes it’s hard to match the colors around.

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Believe me, it never ends! :face_with_hand_over_mouth:

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noticed this error with dual screen settings now …it seems it takes the refelction for the full image for both screens now

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I’ll check this out, it might be related to my fix for the rainbowing.

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i have no clue i just wanted to mention it ^^

Is it me or does it look better?

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Hello everyone, I know it may seem like a stupid question, but are there any performance differences in using RetroArch, and above all HSM Mega Bezel Shaders, between Windows and Linux? Thanks for your help.

This is a really good idea!

I’m thinking about turning this on automatically for all Sega consoles which are appropriate (which may be all of them)

I think the performance is the same, maybe @hunterk can comment.

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thx i also thinking to make another thread OR collect CROP settings via pm

(guess first idea would be the best)

so nearly everything is setup automatic

so far i made an WILDCARD TV presets that loads/checks the following stuff

  1. -SHADER (loads a basic  MBZ preset)
    
  2.   -BASE (add my "base" preset changes)
    
  3.    -VARIATIONS (choose between the normal or wooden overlay)
    
  4.       -FIXES (SEGA brightness fix/ ps1 box blur etc.)
    
  5.         -VIEW(ZOOM and TILT if used)
    
  6.           -CROP PER CORE (like base crop for N64)
    
  7.              -CROP PER GAME(additional per game cropping if needed)
    
  8.                 -SINDEN LIGHTGUN FRAME (enables the frame depending on game name)
    

and for Arcade overlays it works like this

  1. -SHADER (loads a basic  MBZ preset)
    
  2.   -BASE (add my arcade or vektor preset changes)
    
  3.   - ROTATION (looks for the Rotation )
    
  4.      -ARTWORK (loads specefic Artwork and fitting settings per Game)
    
  5.       -FIXES (SEGA brightness fix etc.)
    
  6.         -VIEW(ZOOM and TILT if used )
    
  7.              -CROP PER GAME(additional per game cropping if needed)
    
  8.                 -SINDEN LIGHTGUN FRAME (enables the frame depending on game name)
    

i guess that would take over the most work

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Perf should be roughly similar between Windows and Linux. It all comes down to the GPU drivers, so unfortunately out of our hands and subject to change unexpectedly.

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I started turning it on for all of them because 1) I didn’t know which ones it was supposed to be for 2) It looked better on each one I tried.

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New thread to talk about shader wildcards

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So, does anyone knows how to solve this kinda 3:4 ratio? This kind of behavior is happening in the swanstation core, although it only stays like this in this game.

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Go into the shader parameters and set the aspect ratio orientation to horizontal.

Just FYI, I’m putting in something for the next release to force 4:3 and horizontal for the PS1 cores

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