Mega Bezel Reflection Shader! - Feedback and Updates

Maybe you can ask @Sonkun

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The only ones you’re gonna get fullspeed on the Shield is the “MBZ_5_POTATO” presets which means no glass reflections and even some of those will still bring the Shield to a crawl. The Shield simply isn’t powerful enough to run any of the other ones at fullspeed. And this is coming from someone that rooted and overclocked the Shield maxing out the gpu to its limits.

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Hello everyone. I was trying several times with the “MBZ_ADV_GDV” preset to apply a SlotMask, and I managed to get some good results. To get the best I wanted to ask if anyone on a 1920x1080 resolution and Standard RGB screen (I use a laptop) managed to get an optimal result and with what settings specifically. Thanks a lot for the help.

You can look at the parameters in any of my 1080p_Optimized slot mask presets for an example of what I think looks good. The Mask Layout would be set to 1 (BGR) though so you would have to use 0 (RGB) for your display.

Do note that those presets were built with Mega Bezel version 1.14.0 in mind so they probably won’t look as well using other versions.

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Thanks for your help, but I’d prefer to find something that has the latest version of Mega Bezel in mind, but I’ll take a look, very kind as always.

The parameters which are relevant to your question wouldn’t be different between the versions. Things like the Slot Mask height, width and strength and Mask Type and Size remain the same and are just as relevant.

I was giving you the heads up, in case you attempted to load my preset and saw things looking strange.

The newer versions have additional tweaks like Mask Width but that shouldn’t affect my suggestions.

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Hello everyone. I found on the Mega Bezel shaders the possibility to “turn on” the dithering to mix (as the Readme says) with the de-dithering. But basically, I searched but I didn’t find, what is the difference between the MDAPT system (Strict and Relaxed) or the Hyllian checkerboard system with MDAPT stripes? Are they also usable for 32bit systems like PlayStation and Saturn? Unfortunately I couldn’t find anything specific about it. Thanks a lot.

Thank you for your answer, I won’t try to run it on the Shield anymore then :slight_smile: I am using xbr/4xbr-hybrid-crt shader instead, imo it looks pretty good and quite faithful to the games’ original graphics. Which shader do you use when playing on the Shield with Retroarch?

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If you have a bright display you can try one of the Sony Megatron Color Video Monitor base presets as that should be very light on resources.

You can also test Koko-Aio as it is also very light on resources.

Yeah unfortunately the Shield doesn’t have what it takes to fully showcase all the features of Mega Bezel.

That’s a cool alternative.

Which shader do I use? I use the new sonkun crt guest advanced hd presets of course :sunglasses: Not just only on Shield but on any hardware I do my retrogaming on.

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Thanks but I can’t load any of the shader you recommended on the Shield, it doesn’t even load and Retroarch exits

I finally got around trying out those bezel type of Shaders. And where to start best, if not with the OG? I’m pretty impressed by the “live” reflections on the side. Finally my PC can render all of this in normal speed (my old one could not). My goodness how many options (I mean this in a positive way). :smiley:

And there is an option to split the view in two halves, to show unfiltered and the filtered look. How cool is that? I feel personally attached to this feature for some reason.^^ There is also a useful option to show some stats for screen resolution and such. When both options are combined and in use, then it makes no sense to crop the stats output in my opinion. I suggest either to change this or add an option. Also the left upper word is cutoff.

Just some random thoughts on my first try.

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Yeah, good point! I would agree that it would be better to keep the resolution debug on the other side as well, I can do this in a future release :slight_smile:

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Playing Windows games quite often through Windowcast Core -> Megabezel because… why not?

The wonderful fan remake of Castlevania Chronicles: The Adventure (original gameboy) is great.

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Good evening everyone. Question: is the checkerboard dithering system (which from what I’ve read is a system that gives good results in many scenarios) designed exclusively for 16 Bit systems (SNES & Genesis) or also for other scenarios (PlayStation, Saturn, N64 and Dreamcast)? Thanks for the clarification.

Allow me to give a little feedback for the future V2 of the shader: I would bring the Smooth-Advance presets back to using the 0 mask as it happened in the past. This mask, in addition to simulating a higher TVL, was perfect with ScaleFX for how it wanted applied and mixed in Mega Bezel before, giving that retro and not too washed out effect to the smoothing work that ScaleFX performed. Thanks always for the wonderful work that you donate to the community, thanks for listening.

I don’t think it cares what console you’re using it on. It just looks for specific patterns in the pixels and applies its algorithms to those that match. Dither patterns were also used in PlayStation and Sega Saturn games.

Things like Checkerboard Dedithering always run the risk of detecting false positives, why not just use an NTSC Shader Preset or pair with a Blargg NTSC Video Filter Preset?

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Thank you very much, very kind as always. It was just a curiosity of mine, since the checkboard dithering system was an option included in the shader. But as far as I understand, this as the striped dithering system could eventually lead to artifacts due to false positives. Unfortunately, the NTSC shaders are too strong for my eyes at the moment. Maybe it’s because I’m getting old, or that my memory, if it doesn’t deceive me, doesn’t let me remember that type of display back then. At the time, since I came from PCs, my first console was the PlayStation.

Both striped and checkerboard suffer from false positives.

You just have to know how to use them. There have been several improvements on this front over the last couple years so you can get your dedithering and blending of transparencies while maintaining a sharp image.

All you need to do is set the NTSC Scale to 1.00 or very close to 1.00, increase the NTSC Chroma Scaling / Bleeding to the maximum value and set Artifacts and Fringing to 0.

If you want even more sharpness, you can decrease the NTSC Sharpness (Adaptive) to the lowest negative value.

If you want to retain even more sharpness than that, you can decrease the Horizontal Filter Range slightly and Increase Subtractive Sharpness Slightly.

Have you even tried this or the CyberLab Custom Blargg NTSC Video Filter Presets pack, S-Video, Hi- Fi and Composite Video Filter presets or one of my 3D Comb Filter presets before making that sweeping generalization about NTSC shaders?

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No, unfortunately work has kept me away and busy, I did some tests for half an hour with the basic Mega Bezel the other evening through the mini PC connected to a television that I mounted in the bedroom (an old but still effective 30-inch Sony Bravia full HD) - as soon as work is more lenient I have to do several tests on your work among other things. I started from the basic (Mega Bezel) and then wanted to test all the community’s works, so that once I chose the best mix for me I could pass everything on the laptop. Thanks a lot for your help. PS but is there any news of a possible V2 of the Mega Bezel? I had read if I remember correctly that they are “Work in progress” and I’m curious about the changes they have in store.

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