Hi good retro folk, does anyone still use the tube images included in MegaBezel and if so have you got any setting examples I could look at plz
Other people may have good examples too, but you can look in the presets/variations folder for:
Tube-Effects__Day__ADV.slangp Tube-Effects__Night__ADV.slangp
To adjust how much diffuse tube you see you adjust the tube diffuse image amount
Thanks fella (happy Father’s Day aswell)
Sorry i think i mean the tube glass overlay.
I use the image layer, but I use a custom rendered environment map as the reflection.
This (D3D11) is required for the Xbox Series S and X UWP correct?
Yes on xbox series x&s the Mega Bezel can only be used with D3D11
Is there any way to implement the scalefx-aa-fast.slangp shader with these reflection bezels? Every preset is utilizing scanlines and the presets that are not, image is pixelized and not using any smoothing filter.
Take a look at the Variations/Smoothed/SMOOTH-ADV_4_Super-Smooth.slangp
This has no scanlines but does have some mask. If you want to remove the mask too, you can do so in the guest section near the bottom of the parameter list
Some quick performance testing on my in development setup, showing performance difference between GLCore and Vulkan. Vulkan is little over 20 percent faster than GlCore
STD Preset Nvidia RTX 3060 Monitor Res 1920x1080
One of the things to note is that some video drivers work better on different hardware. E.G. GlCore can be faster on older hardware.
New feature in progress, I integrated optional anamorphic scaling for the game image, so you can stretch some games wider while making them look better than just a straight horizontal stretch:
Courtesy of @p3st
Awesome work fellas
Anamorphing scaling is really something for first/third person games.
Yeah I think it probably works best with those
I have two 16:10 monitor, 1920x1200. I have turned one vertical to play vertical arcade games on, and the other one horizontal for horizontal games. I have manage to auto start vertical games on the vertical screen with settings in Retroarch output setting. But I can’t find any megabezen present that works for the vertical screen. I found vertical present for Nintendo DS that works perfect on the screen showing both DS screen on the vertical screen. But for vertical arcade I got a tiny view port in center of the screen, tried to change shader parameters but it doesn’t give me the vertical image I want. Are there any presents for vertical arcade on vertical monitor that you can recommend?
The Mega Bezel has features which specifically support portrait mode, so it’s likely a configuration issue.
Do you have your Retroarch video aspect ratio set to o FULL? You will need this set to have proper behaviour in portrait mode.
I t’s also expected that windows will have the vertical monitor set to portrait mode.
Please post some images so we can see what you are seeing.
Yes, video scaling is set to full, and portraite mode in Windows. Here are some images:
When I set Retroarch to full video scaling, I got this, looks like 9:16
Got it working, had some old mame settings that caused the problem. After deleting mame.opt and tried again I got this:
Then I set Integer Scale mode to BothAxes in Shader parameters and got this image:
Is it looking right now?
Yeah, looks good!
You can also just increase the non integer scale to make the tube/game image larger instead of integer scale. This will keep the size stable between games (integer scale can change depending on the game’s core resolution)
I may implement something to have an additional portrait mode non-integer scale which could be used when the viewport(monitor) is a vertically resolution
Snap to nearest integer for non-integer scaling only does so for the horizontal axis for the viewer. When in vertical mode I expected the now y axis to be taken into account for integer scaling – since integer scaling is mostly to help with masks and scanlines. Sorry I hope you understand what I mean