Mega Bezel Reflection Shader! - Feedback and Updates

I guess I’m still confused on how mine says Version V1.17.2_2024-05-18 vs what’s in the latest release section on github V1.17.1_2024-04-14.

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So the release should have the version it states. If you pulled the latest out of the repo, then you’d have the WIP V2 stuff which I don’t know what version it has.

When I prep a release the last things I do are to set the version and add a tag to that commit so we can easily track at what commit the release comes from.

Really for the 2.0 WIP I should change the internal version to “V2_WIP” or something like that to avoid confusion.

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That is a little confusing. :frowning_face:

@HyperspaceMadness apparently there was a mix-up with the latest release.

The online updater yields a version that is newer than the newest release on GitHub.

The newer version number coincides with the date on the V1_Extended_Release_Branch.

Shouldn’t be too much trouble to create a new release based on the branch. :wink: (Or maybe it is a lot of trouble… I’m no GitHub expert. :innocent:)

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Yeah shouldn’t be too much trouble I agree.

I think the only difference between 1.17.1 and 1.17.2 is a small bug fix that was flagged by some broad testing the author of Librashader was doing. In the semantic numbering method of numbering releasees the last digit is for small bug fixes.

I think that’s why I never did or forgot to do an updated release

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I have a vertical game preset that if I change to reference a NTSC.slangp the scanlines change from vertical to horizontal. The preset is already set to “auto” for scanline direction. Is there a way to prevent them from changing to horizontal lines when I use that NTSC.slangp? Thanks for the help.

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Ok so you want to keep vertical scanlines even though you are using a NTSC preset which is blending/artifacting horizontally?

And currently it always forces horizontal scanlines for NTSC presets?

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Finally! I solved the problem. In my case, I was already using Vulkan, and I don’t know why the screen was black… so I switched to GL and solved the problem. I’ve left some screenshots below… and thank you so much for the help.

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Ok… when you say it like that I can see how it might not be advisable. :grin:

I’ve basically been on a mission to add consistency through my presets and I had a bunch of other stuff NTSC. It sounds like I should just leave it out of the arcade presets. Thanks for the reply. I appreciate it.

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Hopefully this hasn’t been asked a billion times already but is there a setting to change (if required?) for the following specs for the 0_adv preset:

  • 4k resolution display.
  • HDR display (mine is at about 700 nits peak brightness).
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Mask size should be adjusted to 4k. (If it is not automatically applied)

For the HDR there is nothing, but if you enable autoHDR in Windows 11 it will do the color conversion. After that, everything is subjective.

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Arcade monitors were RGB anyway. So not much in terms of NTSC artifacting, fringing, resolution loss or colour bleeding would have been taking place in any case.

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Thanks… these are the things I don’t really know much about. I remember the experience of arcades and video games, computers at home, but never knew, even then, much about the technical aspect.

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Thanks Duimon! And what about the console resolution? Is there something to change between 240p, 480p or 480i?

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Again, that is pretty subjective. I would play around with mask types, and scanline modes, and pick what appeals to you.

I personally like the look of games at 240p on a CRT, so I find myself using Opposite Direction Multiplier to lower the scanline resolution of hi-res consoles.

In this, it seems, I am very much an outlier. :innocent:

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