Mega Bezel Reflection Shader! - Feedback and Updates

Nice! Definitely gonna check that out. I’m finding that some games really do benefit from having Mask 12 Size 1 like the Donkey Kong Country trilogy. They look amazing with that set. I noticed that when entering a level in DKC 3, the vertical lines are not true black. This is when using Mask 12 and Size 1. It’s probably just more noticeable since i’m on OLED. Not a big issue, but i’m wondering if there’s something I can set to correct the black levels without messing anything up in the mid range…

Here is video which represents my 2 day struggling with figuring out RetroArch and it’s aspects. https://www.youtube.com/watch?v=Ln9rXtwO0_E

This is Newpixie-Clone__Smooth-ADV__GDV.slang shader. Only question I still have, these apply on your end also that slow? Like it can be 10-15 seconds till game’s image being rendered.

Welcome to the forum!

Any Mega Bezel preset can take longer than you might be used to with less complex shaders.

What are your hardware specs? (Including your GPU.)

Keep in mind that any ADV__GDV preset will take longer, and any SMOOTH-ADV__GDV the longest.

It is something you will get used to. (I hardly notice anymore.)

Also, most third party front-ends will transition until the shader loads so in production it is rather painless.

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A photo or screenshot would really help when it comes to seeking advice for these types of phenomena.

It could be different things you’re seeing.

For example the reflection of the light on the tube.

The tube itself or even this:

The new Grade also has 2 parameters which might affect black levels called “Surround Luminance - nits” and “Black Level”.

There are parameters to control all of the above. A photo or screenshot would help in narrowing which one.

It’s RTX 2070S. Usual shaders apply in one or maybe two seconds. Bezel ones are way slower to apply, but likely I will endure this, as result how it looks matches my liking.

Any pages where I could read what are these abbreviations mean? ADV/STD/GDV…

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Look at the number of shaders/passes a Mega Bezel Preset loads though compared to other shaders.

The GitHub page, which is linked in the first post. It might also be available in the readme.md file in the Shaders/Shaders_Slang/Bezel/Mega_Bezel folder.

I took a screenshot but the lines weren’t there. So then I figured i’d disable HDR to see if it went away and it did. Not sure if there’s much that can be done being it’s an HDR issue with some of the masks(mask 12 in this case).

Photo?

This doesn’t necessarily mean that it’s an HDR issue.

You might be surprised at what can be done given the right information and troubleshooting steps.

There is no “HDR issue” with any of the Masks especially Mask 12.

Try this, load up one of my new Mega Bezel HDR Ready presets (using Mega Bezel 1.14.0 of course) and see if you see the same lines.

Once your RetroArch is setup correctly for Mega Bezel, the only other settings you might need to change are Peak Luminance, Paper White Luminance and Contrast in the Settings–»Video–»HDR menu.

You might have to bump the Paper White Luminance up a little but it all depends on your TV and the Contrast might have to be bumped to somewhere between 5.3x and 5.4x if my memory serves me right.

Tried one of your HDR presets and there is no issue, so I stand corrected there. My HDR settings in Retroarch are set properly already, I did recheck. I took a screenshot, it’s in PNG format. Not sure why it’s not in JXR format. Anyways here is the screenshot of the problem. It’s not really visible here like it is when in HDR.

Google Photos

Edit- Yeah, you can’t even see the issue with a screenshot. I’ll try mimicking your exact settings from the HDR preset with this one i’m using and see if that takes care of it.

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If you’re on an nVidia GPU you need to enable Experimental Features in GeForce Experience. Also, HDR needs to be enabled in Windows.

If you start Windows with HDR disabled then enable it GeForce Experience still won’t operate in HDR mode.

After enabling HDR in Windows you need to disable Shadow Play or In Game Overlay then Re-enable it in order for it to initialize in HDR mode.

Then you should be able to take screenshots and depending on the graphics card videos in HDR formats.

I’m seeing a little bluish tint to the screen and I think that’s the “Tube Diffuse Layer”.

Photos are usually better as a lot can happen to the image after it passes through your display’s subpixel layout that would be very different from a GPU screenshot.

Anyway, you can look up the Mega Bezel settings glossary on the GitHub page and eventually you’ll find the culprit.

You can even open one of Soqueroeu’s presets and it might be right there. You can even use my presets for Soqueroeu’s presets which shouldn’t have those kinds of things enabled or at least set to those levels.

Thank you for all the patience and help Cyber. I’ll post back here later today with some results.

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No problem. If you like Soqueroeu-TV-Backgrounds, you might also like Duimon’s TV6 and TV7 backgrounds or even my MBZ__1__Advance_Full_Reflections_CyberLab_Special_Edition presets!

Yup, you can check out the readme in the Mega_Bezel folder, there’s a chart about what the doctor is

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One thing I’d like to share here is something related to this subject. Because, maybe it’s not much fault of the num of shaders in the chain.

I noticed a strange behavior when I was studying crt-royale to come up with its faster version crt-royale-fast. After comparing the cg and glsl versions of that shader, I noticed that they loaded much faster than the slang one. And the code was the same for cg, but different for glsl (this one was completely unrolled because glsl can’t use #include clauses). So I first began a journey to unroll slang royale and when I finished and tested it, for my surprise, it was even slower than the default one! Yes, no matter if unrolled or not, it was much slower than the cg and glsl versions. My conclusion: there’s something very inefficient in the slang code to parse the shader. It’s like cg and glsl uses some O(n) algorithm while slang uses O(n^2), it increases exponentially with the num of code to parse.

The only way I found to load royale faster was to get rid of some complex code that I found no much worth the benefit.

I brought this here so that maybe someone could compare how the RA’ slang backend could be optimized based on the glsl counterpart.

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Sorry it’s been a bit getting back with you Cyber. I copied and replaced Soqueroeu’s preset with your 4K_OLED_Optimized_Preset while keeping Soqueroeu’s Nintendo_SuperNintendo-[Special_Purple]-[FLAT] night image. Not only did in fix the black vertical lines, it fixed the raised black levels, most noticeable when loading a level in DKC trilogy. I’m starting to get the hang of how all these presets work with HSM shader. Thank you again Cyber!

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To further elaborate, the setting that fixed my problem in the end was this line here.

HSM_TUBE_DIFFUSE_MODE = “0.000000”

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Is there a way to achieve this dotmatrix look with mega bezel presets?

the white grid specifically

I tried to simply prepend some handheld GB shaders, but mega bezel kind of nullified them.

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No. Eventually I think HSM plans on adding kokoko’s dot matrix emulation but an ETA would be a long way out. He is a very busy man. :grin:

And prepending doesn’t work with the Mega Bezel, shaders have to be surgically added.

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It looks pretty cool, though.

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