Mega Bezel Reflection Shader! - Feedback and Updates

Honestly I’m not to sure on how it works as I’ve just started recently playing with the overrides. So you may have to ask in another section of the forums or hit up @hunterk and see if he knows.

I don’t think you have to make individual presets for systems though, most likely you just set everything up how you want it for the system and then make a content directory override. As the override is well, an override (so it overrides w/e differences there are between the main cfg and the override config, at least this is my assumption.) If someone actually understands this stuff and I’m wrong correct me please.

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I’m sure the shader presets would still be necessary, but split cores would not, and the shader presets could be standard presets instead of system presets and could be put anywhere. I am going to try this out, it sounds like a good idea and it makes updating RA and the cores easier. Once I get it to work I will also try it in Rocketlauncher and share my findings.

The system is telling me to get others involved. Anyone care to weigh in? :wink:

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I was gonna ask is there anyway to add this reflection shader to my bezels but after looking at all the comments here I can see it’s already been done to some of my bezels lol. This HSM Mega Bezel Reflection Shader slipped under my radar. It really is a game changer. I’d like to use it on some of my future projects if that’s ok? I’ll give credit and a link of course.

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Yeah, go for it @Orionsangel !

Just a note that it’s still under development, so there will be changes in the presets from time to time until it goes into the retroarch repo.

Also currently I have the Royale curvature with tilt (on the tube but not the screen) and I’ve seen you using the tilt in some of your overlays.

I wanted to let you know that one of the next things on my list is to get the frame to move along with the 3d transformation of the tube.

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@Orionsangel

Welcome to the conversation. :grin:

I must have used your name over a dozen times in this thread. My original mission was to simply fill in the cropped out space in the center of yours/others/my own standard overlays, so they could be used with more freedom in this shader.

I have since committed to creating my own vector artwork so it can be scaled for any use.

I will still include your bezels as one of my inspirations. I sincerely thank you for work. I have made thorough use of it.

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I also use Rocketlauncher but since the “content overrides” option in Retroarch, there is no need for split cores or configs. As long as you have your roms organized in folders per system, all you need to do is use the “save content directory” option and you are set. Even if a core is used for many systems, it will still use different shaders/remaps/options per folder or per “directory”. This was a game changer for RetroArch when it was added. I use it with no fault since day 1.

Now all that’s left is to be ale to save core options per directory as well as you can only have a core default and per game configs.

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Thanks. Does it have a learning curve?

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Oh that’s very nice. I feel honored. Together we’re bringing some unique experiences to emulation and we’re all making a difference. Glad to be here.

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Yes and no, if you use the preset out of the box you get something basic and usable which has the reflection, generated bezel and carbon background.

From there you tweak as you need to get the look you want.

The basic difference between this and retroarch overlays is that the bezel/background texture must be specified in the preset so the image can be placed underneath the reflection. The screen is then scaled with/without integer scale and placed using the shader parameters instead of video options. This means that the whole setup can be done within the preset with no config files required (unless you require a basic config file to set video options back to default)

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Have you tried Madapt to de-dither? It was working with an older version of venom-sm but with the updates I had to change it to easymode for the scanlines. (Screens are Madapt and no shader.)

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I can’t even get slang to load. It won’t show in Retroarch.

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Are you using vulkan? And did you place the files properly? Is the shader failing to load after you pick it or is it not even showing up as an option?

No, I’m not using Vulkan

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Slang shaders won’t work on either gl or d3d9.

@hunterk, thanks for the info! I wasn’t aware that slang worked with so many options.

Edit: Because misinformation.

Well the, I guess I know how my time will be spent tonight. (After I mow the lawn. :wink:)

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slang works with everything except gl and d3d9. That is, vulkan, glcore, d3d10/11/12 (also Metal and GX2 but nobody cares about those :P)

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What are the trade-offs for the different video drivers for slang, as it seems glcore doesn’t support previous frames? (Whereas vulkan will let me you previous frames for shaders.)

I was getting complaints from RA about that, I think? I’d have to boot my computer to know exactly what it was saying, I was trying to run guest-dr-venom under the glcore and it was throwing errors.

Sorry for being off-topic, maybe this could be split into a new thread?

Dunno. Seems fine here. Motionblur-simple and feedback both work fine AFAICT. There was an issue that was just fixed last night where glcore wasn’t applying the correct filtering and wrapping modes to lookup textures, but I’m not aware of any problem with accessing previous frames.

I believe some drivers support [LUT-alias]Size as a built-in uniform, but not all of them, which is why the LUT color-grading shader has to have the LUT size parameter instead of just using the uniform.

I think there’s something up with mipmaps, but it may be a generalized glslang issue, as I don’t think they work correctly with any of them. I’ve only had luck with mipmaps in GLSL shaders.

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Yeah I actually tried mdapt I think it does produce better results than gdapt, but it takes 5 passes, so I’m in not sure if I want to have this as part of the shader, still considering it…

mdapt can miss a lot of the jailbar dithering that’s common in Gen/MD games, while gdapt has a lot more false-positives than mdapt. Basically, those extra passes go into more careful pattern detection.

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