@cyber your Mega Bezel Smooth Advance settings for 1080p displays are PERFECT !! Crazy your work, and what a variety of presets to explore! Your work is immense and I have found my happy oasis. Thank you very much!!! I am really happy ! P.S. your work can be used in association with the wonderful work of @Duimon ? It would be the Top!
As long as the Cyber preset doesn’t require integer scale… if you load one of his presets, save a new preset, (regular, core, game, or content directory.) then edit the saved preset and add one of the base presets located in the “params” folder of my Mega Bezel pack. They are essentially copies of my presets that don’t reference a base preset.
Integer scale presets will work but more of the background will be covered than I intended when creating it.
Thank you very much, I will try soon and if I have any problems I will write on your threads. In the meantime I am happy that it is possible. Thank you very much for your great work.
Wow, that looks awesome. Where can i find those settings? I tried downloading HDR presets but i guess thats not it.
Thank you!
Hi, this I posted is a @Cyber work - it’s his preset and customization of the “Mega Bezel” shader - he has a lot of presets available for all tastes, resolutions and screens. Search the thread “CyberLab Death To Pixels Shader Preset Packs” for more information, you will find what you are looking for.
Hello everyone. I was testing a few things with the two computers I have at home, and I came across these strange behaviors that I wanted to report. To this end, I will share screenshots where I have highlighted the points where I noticed these anomalies.
In the first image I was using the “MBZ__0__SMOOTH-ADV” preset and here’s what I see when I view the Playstation intro screen. Same thing also with the Dreamcast screen and with Playstation 2 games:
The second problem concerns the “MBZ__0__SMOOTH-ADV__GDV__DREZ-480p” preset which apparently does not do the smoothing job correctly:
MBZ__0__SMOOTH-ADV with internal res 1X
MBZ__0__SMOOTH-ADV__GDV__DREZ-480p with internal res 2x
It therefore improves the three-dimensional part (thanks to upscaling) but worsens the two-dimensional part, I have the same visual results that I would have by applying the “MBZ__1__ADV__GDV__DREZ-480p” preset (only the mask applied by default changes since the “adv” presets use mask 0, the “smooth_adv” presets use mask 1):
This issue also occurs with internal resolutions higher than 2x - plus it also occurs on other cores.
To conclude I used the latest versions of Retroarch and Mega Bezel, the computer where I tested it has Nvidia drivers but I have the same problem with the second computer that has Radeon drivers. The second is a Mini PC connected to a 32-inch television. The reference core of the photos is SwanStation, but I had the same results with other cores. All tests are carried out at 1080p, which in terms of available panels and computer performance is the maximum resolution I use.
Good morning, First of all, congratulations for the great work of this shader. I really like the effect of its Smooth shaders in combination with ScaleFX since a non-aggressive smoothing is achieved.
My problem is that, especially with the GBA, the scanlines bother me so far apart.
I would like to get something like in the following image:
I achieve this by turning off all masks and scanlines and adding some fake scanlines with the Res shader (Mega Bezel’s fake scanlines eliminate that light ScaleFX effect for me).
It would be interesting to be able to achieve that effect without having to resort to external shaders, plus Res doesn’t align my lines perfectly.
Prepending shader presets does not work as intended with the Mega Bezel. Even if the results look good enough, the effect is not limited to the screen portion. In practice it will not play out well.
The “Opposite Direction Multiplier” parameter can be increased to tighten up the scanlines.
Hello, thanks for answering
I had done the test with “Opposite Direction Multiplier”. Indeed the scanlines are tighter but there is some deformation in the original image:
I wish it were as easy as duplicating the scanlines without affecting the resolution… .
Maybe some mask that simulates them…
Scanlines are resolution dependent. The only way to do otherwise is to use fake scanlines. (Resolution independence is what “fake” means.)
Classic handhelds had fairly low resolution, so CRT shaders look a bit funky at native res.
Try one of the Smooth ADV shaders like I posted. The “smoothing” makes the change in resolution irrelevant.
If you really want the blocky original image on GBA you are better off using an LCD shader.
I see that what I want is not possible. I don’t control much on this issue.
I will continue doing tests because of my stuporiness . I sincerely appreciate your expert advice on the subject.
Thank you very much for your attention.
So in the latest Retroarch nightly builds I’m having an unusual problem: When I tweak MegaBezel shader parameters and hit F1 to go back to game, Retroarch is crashing. Not sure if this is a MegaBezel issue, or Retroarch itself. Quite annoying because I can’t tweak shaders easily anymore.
Since the shader hasn’t changed, I assume it is an issue on your end, not necessarily with the nightly build though.
Try temporarily renaming you retroarch.cfg to retroarch.cfgOLD and trying again after enabling vulkan and shaders.
Alternatively you can try a new install in a temp directory.
Hi I wanted to reconfigure my shaders for all my platforms and had a few questions!
- Is increasing viewport zoom (to increase game area size) having a negative impact on scanlines or the quality of the shader?
2.There’s also an option below called zoom cert scanlines (I think), should it be enabled when increasing viewport zoom, what does it do?
-
Any specific settings required when playing on a 4k resolution? Or anything specific to OLED or HDR to to enable?
-
When upscaling a game to 4K shader crashes, is the DREZ preset recommended or should I use a potato preset?
Thanks a lot!
Why would you do this when you can just adjust the Integer Scale Offset or Non-Integer Scale %?
Viewport zoom isn’t really the setting to increase viewpoint size. It’s just to zoom in to see the details a bit better when you’re designing presets and stuff.
Mega Bezel presets aim to be more generally compatible across different displays and resolutions. I have all of those more specific types of settings in my presets already.
If you want to do it the hard way, all of these answers are in the CRT-Guest-Advanced thread and also in the CyberLab Death To Pixels Shader Preset Packs thread as far as HDR is concerned.
Mega Bezel also has presets which use Sony Megatron Color Video Monitor so the Sony Megatron Color Video Monitor guidelines would apply there if using them in HDR mode.
You can also take a read of the Mega Bezel readme available in the Shader Folder or on its GitHub page.
You can use DREZ or you can try another tier like Standard but with advanced CRT Shader parameters smoothing out all of the graphics, if applied correctly, high levels of internal upscaling may not be necessary.
Hello I just discovered these awesome shaders, I want to use them but everytime I select a shader, retroarch is crashing completly and closing
I am using latest retroarch stable release, I have followed all the steps to “install” the mega bezel shaders packs, but whatever shader i choose (standard, lite or advanced) it just crashing.
The only one I can use it potato shaders packs, but just the classic one, others make retroarch crashing too.
Im using an handheld device with AMD Ryzen 7 8840U CPU and 780M GPU Can it handle the shaders packs?
My Ryzen 5600G can run the Mega Bezel. (Though the framerate suffers.) It, and it’s iGPU, are less powerful than yours.
Does it just crash, or does it hang for a while first?
Are you using the Vulkan video driver?
Maybe you can post a log using Pastebin and share some more information for example which Core you’re trying to use and did you apply any additional enhancements for example upscaling.
Also, how much total RAM does the system have and how much of it is dedicated to the iGPU?
It’s possible that you might need a high enough initial setting to run certain games and avoid crashing rather than relying on the driver/algorithm to auto allocate.
I’m using Vulkan driver This is really weird because i can’t run any ADVANCE shaders, it just crash
I can run SOME STANDARD_DREZ BUT even with 240p resolution shaders, my N64 and GENESIS games run at 15 FPS
I can only run POTATO but I have no reflect effect at all
And I’m running at high performance mode on my device and without any shader, all games running smoothly at 4k
Hi team I have a question regarding resolutions of various consoles, is there a setting to change for consoles with odd resolutions? Let’s take the NES for example, is having it using the default aspect ratio of the shaders cause any issues and is there a way to have pixel perfect aspect ratio?
Is using PAR in shader settings achieving that? But does that mean you need to setup integer scaling in RA vidéo settings?