I’m using the POTATO version for reasons that make the Bezel fixed with ShortAxis Integer Scale On (other reason is 4K resolution and GTX1080Ti OC fan speed goes up to 4500),
and it’s included in ADV and above To include sgenpt-mix-pass,
“RetroArch\shaders\shaders_slang\bezel\Mega_Bezel\Presets\Base_CRT_Presets\Root_Presets”
Is it correct to directly edit the POTATO slangp file in ? Or is there another easy way?
Also, is the place to insert any LUT shader a position like sgenpt-mix-pass?
Sounds like your case cooling setup or your graphics card might be in need of some attention.
I’m using one of these with an Automatic Curve OC on the Core and a slight manual Memory OC and I run up to the Smooth-ADV presets at 4K with not as much as a peep.
You start by loading whatever base preset or preset variation you would like to use, turn Use Simple Presets On, then make whatever changes you would like using the Shader Parameters menu. When finished Choose Save As then name your new Shader Preset or Save a Core, Game, Global or Directory Preset.
This will create a file with only the changes from the original preset which it will automatically refer to for the other unchanged parameters.
I originally used the 2GHz OC version and just set it to automatic. If I disable OC, it will be 1480/1582MHz and the fan speed will be 2500 by default… but I usually run it in Auto OC state.
I don’t think there is an item for sgenpt-mix-pass when I load the POTATO preset.
So the intro is always before grade, so it gets treated the same as the rest of the image. It’s this way so it will give more consistent results than having it after the color correction and not having any color correction affect the logo.
If you think of color temperature, it would probably be a surprise to the user if they adjusted the color temperature and it didn’t affect the logo.
I would suggest trying a ADV-SCREEN-ONLY preset. This will add the de-dithering including sgenpt-mix, but is less intense than the full ADV preset. In the next version there will be a new feature to add an a simple background to the SCREEN-ONLY presets.
Yes the ADV-SCREEN-ONLY presets do have the de-dithering chain. You can find them in the Base_CRT_Presets, or in the Presets/Variations/SCREEN-ONLY folder
The current released one is ready to try, the next version not yet released will add the ability to add an image, kind of like the POTATO version.
You can also try the MBZ__5__POTATO-SUPER-XBR__GDV.slangp it has this stuff included, and you can shut off the SUPER-XBR effect with a parameter
Yes the ADV-SCREEN-ONLY presets do have the de-dithering chain. You can find them in the Base_CRT_Presets, or in the Presets/Variations/SCREEN-ONLY folder
The current released one is ready to try, the next version not yet released will add the ability to add an image, kind of like the POTATO version.
You can also try the MBZ__5__POTATO-SUPER-XBR__GDV.slangp it has this stuff included, and you can shut off the SUPER-XBR effect with a parameter
Thanks for all the information.
By the way, will it be possible to incorporate arbitrary LUT shaders in the future? Originally, it is a simple shader (?) without parameters like “bsnes-gamma-ramp.slangp” and “lut.slangp” in “RetroArch\shaders\shaders_slang\reshade”.
I am particular about using this LUT file and the Game Boy Palette and wanting all monochrome handhelds to be SGB 1-A.
In summary, my ideal option shader combination is
in total
bsnes-gamma-ramp.slangp
lut.slangp (Since the bsnes-gamma-ramp.slangp and LUT files overlap, I duplicate the file separately) or customized gb-palette.slang
sgenpt-mix-pass
3 shaders.
I used to add these 3 shaders on CRT-Royal.
But I fell in love with these features of the MegaBezel.
I thought it would be good to change the Texture reference destination of this SamplerLUT1 ~ SamplerLUT4. Is this correct? Fill in that path in a simple preset.
Nope. Only image layer paths can be changed in simple presets.
The preset will load, but the LUT is used in an early pass (Using the default reference.) so the change will not have an effect.
If you want to change a LUT you will have to save a full (Not simple) preset.
I expect a few changes to the shader soon, so now would not be a good time to do this, unless you want to never update the shader.
So I would not go this direction because it encourages users to edit the base presets which they should not do because their work will be overwritten whenever the Mega Bezel gets updated.
What could be possible for someone who wants to test things is to use my tools inside my git repo that I use to assemble the base presets presets to generate a new test preset. Perhaps with extra stock passes that you can change the paths.
The tools are in the github repo (it is not included in the releases). You can find them in Mega_Bezel/tools
Here’s a post about it, some info may be a bit outdated. If you want to ask questions about it, it would be good to do so on that thread.
Check the guest settings they have may have controls for the LUT size. I’m pretty sure there is some way to use different sizes.