Yeah I think I will keep the part that the mega bezel does where it tries to simulate a particular scanline resolution, rather than being tied to the core resolution.
I’ll probably expose a vertical resolution to simulate, e.g. 240p, and also allow the user to choose if they want the scanlines line up exactly with the monitor pixels.
I’m enjoying making bezels for your shader. I’m not sure if I should pursue a route of a TV inside a console or a TV inside the box art. Either can get on the garish side of things.
@Duimon
For console bevels I like where the screen seems integrated into the console vs sitting atop it. I could always toss the ones I make in your thread and you can take whatever you need as well!
Sure, it’s a big color correction/color management shader. You can adjust color temperature, contrast, saturation, black level and there are a lot of small tweaks that can be done.
This built-in method only works with graphics used by the shader. (By manually editing the shader *.slang.)
If you want to do this with an overlay I can set you up with a template that you will only have to change masking for different graphics.
If you are using the shader under an overlay you will have to apply my template AND the shader layer in order to get the effect you see here. (Things get a little trickier when you use hybrid methods. )
Have you tried the scale-only presets which are at the bottom of the list?
These have the scaling and grade but none of the other passes.
Could you try the guest-venom version of the scaling only shader and let me know how many fps you get on something like snes? This can give me an idea of the performance of your system.