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.
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
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
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
Is it what I’m thinking? Any evidence?
I thought about frame inner edge thickness color/light control. Sometimes it’s hard to match the colors around.
Believe me, it never ends!
noticed this error with dual screen settings now …it seems it takes the refelction for the full image for both screens now
I’ll check this out, it might be related to my fix for the rainbowing.
i have no clue i just wanted to mention it ^^
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.
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
-
-SHADER (loads a basic MBZ preset)
-
-BASE (add my "base" preset changes)
-
-VARIATIONS (choose between the normal or wooden overlay)
-
-FIXES (SEGA brightness fix/ ps1 box blur etc.)
-
-VIEW(ZOOM and TILT if used)
-
-CROP PER CORE (like base crop for N64)
-
-CROP PER GAME(additional per game cropping if needed)
-
-SINDEN LIGHTGUN FRAME (enables the frame depending on game name)
and for Arcade overlays it works like this
-
-SHADER (loads a basic MBZ preset)
-
-BASE (add my arcade or vektor preset changes)
-
- ROTATION (looks for the Rotation )
-
-ARTWORK (loads specefic Artwork and fitting settings per Game)
-
-FIXES (SEGA brightness fix etc.)
-
-VIEW(ZOOM and TILT if used )
-
-CROP PER GAME(additional per game cropping if needed)
-
-SINDEN LIGHTGUN FRAME (enables the frame depending on game name)
i guess that would take over the most work
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.
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.
New thread to talk about shader wildcards
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.
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