Did you try the parameters in the [ --- COLOR CORRECTION - GRADE by DOGWAY --- ]:
section?
You could also see if reducing Bloom/Halation helps with the bleeding.
Did you try the parameters in the [ --- COLOR CORRECTION - GRADE by DOGWAY --- ]:
section?
You could also see if reducing Bloom/Halation helps with the bleeding.
Thanks… the only setting under Dogway seems to be 0-1 to turn it off and on. I played with bloom and didn’t see much effect, but some minor tweaks in Boost Bright Pixels and Clip Saturated Color Beams helped some… then I reduced the Guest saturation just a bit more and it looks better. But now I’m finding that I want to get more vintage-y colors on my arcade games. I think I probably just stepped into some rabbit hole. I figured this was probably coming after getting a new monitor.
I think you are reading it incorrectly.
There are 46 parameters in the grade section.
everything between. . .
[ --- COLOR CORRECTION - GRADE by DOGWAY --- ]
. . .and.
[ --- GUEST-DrVenom Advanced --- ]
Yes, I definitely was… thank you sir. So, some of those Dogway parameters did help a lot. Thank you. I got it pretty close to where I wanted it. I need to learn more about the different CRT color type settings and lut type settings so I can really dial it in… but I’ve got it looking a lot less modern and saturated now. Thanks again.
Firstly absolutely LOVE these presets, exactly what I was looking for, and works wonderfully on the steam deck! Most of them work great without tanking the deck too much.
One thing I noticed, and I’m not sure if this is some resolution issue with the steam deck’s screen, but (using swanstation core here) - if I set the core’s render resolution to anything above 2x, I get this horrible halo effect.
Running at x3 or above produces this effect:
It won’t let me post two images in the same post but I’ll follow up with the normal-looking view at x2.
Also, if you look closely, the CRT screen is shifted to the left, and there’s a black bar / empty space between the simulated tv bezel and the CRT on the right. I tried to tinker around with the options but can’t work out where to correct this
That is moire and is mainly caused by curvature. In this case it is amplified by the fact that you don’t have enough pixels to properly display the mask.
You can reduce curvature with the curvature parameters, or eliminate it entirely.
For the extra space, look for the “cropping” parameters. Both curvature and cropping can be found relatively near the top of the parameter list.
Thank you! I got a bit swamped with the options
Hey lovely creators of this shader pack! I’m shocked how good this project is! The definitive way to play retrogames, without having OG hardver.
However on Steam Deck, Reflection shaders seriously lag, even Lite versions do somewhat, and Potato shaders are not reflective. I’ve seen an other reflective shader bulit into RetroArch, in the folder koko-aio
called Monitor Ambilight Immersive
, which is actually lag-free and still looks good on the Deck.
Would it be possible to make a Mega Bezel Shader pack specifically tailored for the Steam Deck? I’m sure many people would be glad for it.
I’m glad you’re enjoying it!
About a steam focused pack, I’ll keep this in mind as I move forward developing the V2 release which should come out sometime this year.
A couple of things you can try for better performance is try the Reflect-Only__STD.slangp
preset in the variations folder.
You can increase the performance further by changing the #reference path in the Reflect-Only file from MBZ__3__STD-GLASS__GDV.slangp
to MBZ__3__STD-GLASS__PASSTHROUGH.slangp
. This removes the CRT processing and passes the image through with a lot less processing.
Thanks for the tips! Unfortunately it still lags, but I’ll use Potato for now, it’s still beyond my expectations And if a Steam Deck version will come up one day, it will be bonus to that.
Quick question about ambient light… it seems like I used to raise the value of these parameters to increase the brightness, and now I have to reduce the value to increase brightness. Was there a change in the way the ambient light works? Is what I’m seeing normal?
Ambient light has always been 100% by default, so you must have always been reducing it. (It is a multiplied layer so increasing it would increase the dark parts.)
That being said, depending on when your memories are from there are now two ambient light layers, each with their own value. (By default, the second should only apply to non-background layers.)
That’s strange… it seems like the dark parts used to decrease closer to 100. I’m using different settings than I used to. That’s ok… I’m sure I will get it ironed out. Thanks for the help.
Not sure if this is a known issue, but I wasn’t able to reference “MBZ__1__ADV__GDV-NTSC.slangp” today without the shader failing to load. Others that I tried are still ok.
What does your log say?
I honestly can’t remember the rules on how I’m supposed to post my log… but I do see this in it:
[WARN] [Shaders]: Could not read shader preset in #reference line: “E:\Emulators\RetroArch\shaders\shaders_slang\bezel\Mega_Bezel\Presets\Base_CRT_Presets\MBZ__1__ADV__NTSC.slangp”.
The preset should be MBZ__1__ADV__GDV-NTSC.slangp
.
Thanks… sorry about that… I somehow managed to copy that wrong twice I suppose.
Hello everyone. Please, I need help: I have the opportunity to buy a new PC soon, and due to my work I was aiming for a portable solution. My question is: is this configuration suitable for playing all systems up to the 128-bit era using the Mega Bezel Smooth Advance presets, using the 1920x1080 resolution as a reference? Thank you very much for helping.
MSI Thin GF63 12VF-291IT, Notebook Gaming, 15.6" FHD 144Hz, Intel i7-12650H, Nvidia RTX 4060 8GB GDDR6, RAM 16GB DDR4 3200MHz, 512B SSDPCIe 4, WiFi 6, Win 11 Home
PS: of course I would use the 60 hz refresh rate so as not to “break” the emulated games. Also it should be good for PS3 and XBOX 360 emulation too I think.