I think something like this would best be handled by the front end. Creating the full view graphic would be easy using screenshots and the built in masks. Then zoom in and transition to the game and preset, and after, transition back and zoom out.
A silly question but one that can make a big difference. I use overlays for each game, and to fit the screen of the bezels, I used the “non-integer scale %” option, and set it to 90.97 which made the screen perfect in the overlays. But I had a doubt: Use “non-integer scale %” or just adjust “viewport zoom”? What would be the “least worst” for resolution not to break?
Oh no, it was a question that bothered me, because I didn’t know if I messed with these options the resolution size (internal) would stay the same or change something
The only difference between non-integer scale and viewport zoom is, is that the zoom zooms the background (and all other layers too) , otherwise they are equivalent
I noticed a bug with the smooth and xbr preset. The “X” next to mario’s life counter is not rendered correctly. This also affects all the other “X” in the game, such as the coin counter as well.
Yes, it’s a common issue.
This is probably coming from the de-dithering part of the chain, if you turn off all the de-dithering parameters, I think it will go away
Since you mentioned this “bug” I noticed that there are also certain “lags” in some stages of the game. And turning off the shader is normal!
Some updates with the room bounce lighting feature
Bounce lighting with generated shadow from height
Bounce turned up
Here’s the raw shadow mask
With some shadow falloff
Height maps of the Background and the Device
Here is the light moving around
The bounce light shadows will likely be achieved by having a number of separate shadows which come from the light from .different directions
This looks really cool. I bet it will be great with those “mock TV” borders… should be able to get a real TV/monitor feel.
Yeah it will be especially good for this, it will work to give a simple shadow even if there are no height maps supplied for the device image. It will allow give shadows from the frame
I’m using one of the Sonkun variations (shaders_slang/bezel/Mega_Bezel/Presets/Community_CRT_Variations/Sonkun/Sonkun__SlotMask-8-16-Bit-PC__ADV-NTSC.slangp) With lots of adjustments of my own. I’ve gotten it really close to dialed in to my tastes, but I can’t seem to find an option in Shader Parameters to turn off this trailing image retention effect:
Anybody know where I can find that and turn it off? (The ghosted trailing image to the left of the white lines in this screenshot)Hmm, this must be a really old preset which is hanging around, the Community-CRT_Variations I think has been gone for at least a year. The online updater only adds files, and doesn’t remove old files.
So generally I would recommend trying another preset since this one is defunct at this point
Resolved! “Afterglow - strength”.
Some current experiments with adding a shading model in for the lighting with a little help from Shadertoy:
No BG Color
With BG Color
No BG Color
With BG Color
Add Extra Shininess:
Or no Shininess
Starting to look pretty cool my friend!
Same problem occurs with RetroArch 1.15 on a similar Android device; shader loads after a long loading time, but ends up with a black screen + sound.
Imageviewer is not provided on Android, therefore I cannot test it with this core.
Reproducible with Gambatte.
It could be a performance issue, but the device is beefy enough for some relatively recent emulation, and the main appeal is not the screen treatment but the bezel around it, so even a simpler shader would do well.
This sounds similar to a video driver issue on Windows. See if you have another driver available to test. You can use Vulkan or glcore.
Only GL & Vulkan are available; GL does not allow loading slang shaders.