Mega Bezel Reflection Shader! - Feedback and Updates

Unfortunately, I still have a problem of Retroarch not taking screenshots (it says it does, but the file is nowhere), and I tried to take a picture with my phone but it does not appear on the photo…

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This is the best I can get :

Imgur

But it’s not very visible…

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I wonder how can I get fine scanline on mame? What shade are you using? Thank you

The Mega Bezel Shader has a number of different presets, some of them with different crt shaders.

There are presets for Guest-venom, Guest -SM, Easymode and Royale

Comparing HSM_Bezel_CRT_Royale with default CRT_Royale, I feel like bloom is stronger in the HSM shader, even at the same bloom value (but I’m kind of nitpicking on this one).

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I’ll check this out, I’m not sure why this would happen as I don’t think I am adjusting any of the bloom passes…

So I checked this out, and these lines are “Supposed” to be there, it’s the negative black level. The idea is to add a bit of brightness in the black areas so when the crt shader is applied you get these very faint scanlines in the areas which would otherwise be fully black. In the next presets I have reduced the black level adjustment to keep a better contrast. So as you already surmised if you set black level to 0 these lines will disappear.

I also checked out the Royale issue with too much glow and am reducing the default amount of glow. The reason it happens is because since the glow uses an absolute resolution and we only use a part of the viewport for the game screen this results in more blur for the area of pixels. So I will have a fix for this as well

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I would love use RetroArch there is not enough space after installed good ole mame as and fantastic pinball and fruit machine. Overall RetroArch pretty decent. While back I tried console the look at a simple shade give me headache when I found scanline man that shade one FAT scanline when I Cruising on post I like fine scanline. Thank you :blush: for responding can you post I look so many links thank you again

Mega Bezel is updated to V 2020-06-15

Changes:

  • New Presets

    • Newpixie-Crt Preset
    • SegaCD-FMV presets for Guest-Venom and NewPixie
      • These are presets I only ever expect to be used on FMV games of the SegaCD era E.G. Sewer Shark or Loadstar
      • They add more de-dithering and lots of blur to make the very low res video images tolerable
      • They will look terrible on a normal video game, YOU WERE WARNED!!! :wink:
  • ScaleFX added all Guest-Venom & Easymode presets other than the vector

    • IMPORTANT: ScaleFX is OFF by default, but you can turn it on with a switch, then you need to increase the core res sampling to see a smoothed result
  • Non-Integer Scale can now snap to the nearest integer scale if it is within the snapping tolerance set

    • The tolerance is set to 0 by default so if you are using Non-Integer scale no snapping will happen
    • Increase it from 0 to have it start snapping to close-by integer scales
  • 3D Tilt of Frame/Bezel along with Tube

    • With tilt corner highlights sometimes become misaligned to the Frame
    • New Parameters for adjusting the rotation of these have been added so this can be adjusted
  • Change 2D Curvature values to be scaling based, e.g. 1.0 by default

    • The new parameter names are different than the old curvature names
    • If you were using the default curvature then you probably don’t need to do anything to your presets
  • Debug info fixed to print right side up when using the vertical flip with Mupen

  • Color Adjustments

    • Persistence Values have been adjusted, positive numbers are neutral color, negative numbers are blue
    • Reduced Saturation for CRT Profile 6: LUT so it is a more similar saturation
    • Black level adjustment reduced for better contrast
    • Royale changed default diffusion to have a similar glow amount to standard Royale
    • Guest-Venom changed default glow to be similar to standard Guest-Venom
  • Presets will need to be updated

  • Performance of Guest-Venom Preset on Nvidia RTX2060:

    • 3840x2160 - 160fps
    • 1920x1080 - 360fps

Still to Come:

  • Implement Rolling scanlines similar to Newpixie-Crt
  • Add some standard deconvergence which can be used with the rolling scanlines
  • Brightness balancing the presets so they are consistent, some are currently brighter than others
  • 3D Bezel Bottom Edge
  • Geom-Deluxe Version
  • Screen Scale Newpixie
  • Nintendo DS Preset

3D Frame Tilt :slight_smile:

Newpixie-crt

SegaCD FMV Example

Original

Guest-Venom SegaCD-FMV

Newpixie SegaCD-FMV

ScaleFx with Guest-Venom

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One hell of an update my friend!

To be completely honest I thought a 3D bezel was just too tough. Glad to be proven wrong. :grin: That’s one hell of an incredible start. (And quite usable right now.) It’s going to be awesome when you are done! It feels like the roadmap just got a lot shorter.

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Awesome update ! What does ScaleFX do exactly ?

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ScaleFX does smoothing/upscaling of the low res core image.

If you look at the Sonic or megaman example you can see how all the shapes have smooth edges instead of more blocky pixels.

[EDIT]

Here’s a comparison

Without ScaleFX

With Scalefx & Core Sampling Scale at 3

[EDIT 2] Another cool thing you can do is turn scalefx on and only increase the Core Res Sampling Mult X. This has the effect of increasing the detail/smoothness while keeping the same scanlines and scanline feel.

If you step back and forth between these two you will see how it helps clean smooth out the silhouettes

Without ScaleFX

With ScaleFX and increasing Core Res Sampling Mult X to 2

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It surprised me that it actually wasn’t that hard to do.

One remaining issue with it (which I don’t think I’ll be able to fix) is that it doesn’t have a 3d offset from the tube which you start to notice as you tilt it more.

I think the inconsistentcy of where ends up can be worked around by adjusting the frame position Y, bezel width & height as well as frame thickness.

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I’ll have to spend some time with it but it sounds like it should be easy enough to compensate for with current parameters. I think the screenshot looks awesome!

I’m going to wake up my MAME graphic and give it some serious attention!

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Another great update. The n64 variant has stuff flipped on me in most cores that are fixable with the settings inside the shader. I created two simple overlays that work well for. I like having a TV overlay but I also don’t want it to distract from the game itself.

If I possessed the time and or coding knowledge I’d try and figure out a way for each core to have it’s own unique background with a logo without having to save a shader preset for each one.

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Just a note about his, the N64 preset was mostly done with Mupen in mind which flips the framebuffer, so this flips it back. The main differences of the N64 preset from the standard guest venom are:

  • ScaleFX is turned on
  • Core res sampling multiple for x & y is set to 2.
  • Some cropping is added
  • The color profile is set to 3 so you don’t get wacky colors with Mupen

Everything that the N64 preset can do the guest-venom preset can do if you change the settings

I agree that this would be awesome :slight_smile: Unfortunately I don’t think this is possible to do inside a Shader. The shader doesn’t know anything about what core is running, it only receives an image and processes it, the shader also doesn’t have the ability to change the content it loads, e.g. it can’t choose an image in one folder or another based on if some criteria is met.

BTW I like your overlay images! :slight_smile: :grinning:

@HyperspaceMadness Thank you for the info. You’ve managed to squeeze out an amazing amount of quality work from the shader system. If I were a retroarch coding fairy I’d make it possible to reference shaders so you wouldn’t have to laboriously code every new CRT into the HSM Bezel shader.

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I hate the N64. I think it’s Nintendo’s worst system. Everything is ugly and terrible on it. That said, the HSM shader makes the games look great on the new parallel update with upscaling and downscaling turned on.

Two odd bugs I discovered. The HSM n64 shader doesn’t work on parallel with upscaling. The screen goes white. Croping vertical values causes problems, (As shown in the vagrant story screenshot). If I toggle the scaling threshold so it turns off the fake scanlines and then back on it looks good again.

Yeah, I would agree with you, not my favorite system ;).

Hmm this is weird, do the other guest-venom presets work better? The fact that it goes away when you go back and forth with the scanline settings makes me think this is some sort of glitch in the shader system where it’s having difficulty with resolution or something. I haven’t used Parallel before, I’ll try out Vagrant Story on Parallel with upscaling and see what’s up.

Just had to sneak in here, We hit 1000 Posts on this thread!!!

Thanks everyone for your involvement in this, you’ve all helped make this so much better!!!

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