Mega Bezel Reflection Shader! - Feedback and Updates

Hello~ in the some 3d game ex:Resident Evil 2 The new version of newpixie seems to be too dark making it almost invisible

@HyperspaceMadness I hope it’s OK for me to jump in.

@jockeyg Welcome!

Have you tried it with just the standalone NewPixie, to see if it is a NewPixie or a Mega Bezel issue?

Either way, in the Mega Bezel parameters, there are is a

“[COLOR] CRT Gamma - Def 2.3”

parameter you can use to adjust this.

If this doesn’t give you the results you want, then you can play around with some of the other color correction parameters.

Then save a game preset. (If it happens on only select games.)

Again @HyperspaceMadness

I played around with this and I think this is primarily a Newpixie thing not a Mega Bezel thing. I was able to correct it using parameters.

NewPixie.


HSM-Newpixie

HSM-DRVenom

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@HyperspaceMadness,

Yes, I’ve done the tests. Single scale shaders work well on any screen scale, always running at 60fps.

But any other shader with additional effects like reflections and bezels, only runs well on very small scales. Even the snes9x core loses performance, running at less than 50fps. The same is true for any other more advanced system, such as N64, PSX, GameCube and so on.

Sometimes, creating a very small custom scale helps to get around the problem, but only for more optimized cores.

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Ok, thanks, so it seems like you’ve done a good job of testing it. Unfortunately the shader won’t be able to run faster than it already does, as the only thing I could take out would be the effect that you’re using the shader for, like the reflection

We could see if any faster crt shader would help, but easymode is already a pretty fast crt shader

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I have a question about HSM_Crt_Royale : how can I make it look like Crt-Royale Kurozumi edition ?

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I think you will need to open up the crt-royale Kurozumi edition preset and put the parameter values it’s using into a copy of the mega bezel preset. I think all the parameter names are still the same so you should be able to just copy and paste the parameter lines into the mega bezel preset.

If you end up doing this, let me know how it looks!

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So I tried Kurozumi’s settings and the results are awesome ! I just had to lower the “Beam Power” value to avoid flickering with vertical screen scrolling (especially in SNES games), but other than that it looks gorgeous.

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I keep insisting here. hehehehe! :grinning:

The work done with these pack is fantastic! I really like the experience. The reflections, textures and practicality are incredible! This is the best Retroarch shader experience I know. Thanks again to the creators.

Regarding performance, I realize that higher resolutions are the main offender in dropping frames. I reduced the size of all texture layers to 1920x1080p and that didn’t improve performance. My hardware does not support very high scales with this shader, except for only scale presets.

I could have a folder with images for each system, according to @Duimon tutorial. It would save time creating overlays, as I wouldn’t have to worry too much about cuts, measurements and gradients, since I would use the new night options to manipulate the lighting.

To get around the performance problem here, I have to create full 1080p overlays and use the traditional Retroarch means. Then, use smaller custom resolutions and adjust the tube by increasing the non-integrated scale.

Unfortunately this method does not help with more demanding systems like N64, PSX, Cube … But that will change when I buy a more powerful dedicated graphics card. :wink:

The only advantage of having to create a complete overlay in PhotoShop is being able to make customized cuts and creases.

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I’d love to see some screenshots :smiley:

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Hi people!

I found a bug with Stella Core and Mega Bezel Shader.

I’m trying to eliminate the empty pixel space on the left side of the tube, (overscan), but when activating overscan cut by the internal core option, the game goes in a vertical aspect. :no_mouth:

I tried to change the ratio aspect in the shader parameters, but I have no option to correct it completely. Is there any combination to solve definitively?

I had no problems doing this to Nestopia core. It seems to be something related to Stella Core.

Perhaps it happens with other cores as well. I haven’t done complete tests yet.

Some help?

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@soqueroeu There is cropping available in the shader parameters, so you should do it there, not in the core.

There is “[Cropping] Crop Overscan top, bottom, left, and right.”

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Do you know what the gamma setting is on your TV? What about black level? That looks way too dark.

Yeah you should not use the core Overscan and use the cropping in the shader instead like @Duimon mentioned.

The shader actually has a catch for the Stella core resolution to get it to use a horizontal resolution, and when the Overscan option is on it changes the core resolution and therefore the shader doesn’t catch it as anymore.

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Fantastic! Although not perfect, this solved the problem. It pulls the image to the side, instead of centering it, but it helps and solves the problem. Thank you @Duimon ! Thank you @HyperspaceMadness !

I realized that overscan can be different depending on the core. In Nestopia, the internal option works perfectly and so far it hasn’t affected the games I tested with the Mega Bezel.

Is there any way to automatically identify this fault and let the shader fix it automatically, via a toggle option?

Taking advantage of the post, how can I disable the carbon fiber layer in the background? Since I don’t use it, I tried deleting the references in the configuration file, but there is an error when loading the preset. :roll_eyes:

This is probably mostly a problem with Stella, because it has a core resolution aspect which is more vertical than horizontal, but it is supposed to be used in a horizontal resolution. If you do see other strange things where the wrong aspect ratio is used, let me know and we will probably be able to fix it in the shader

You can just replace the path with the path for the 16 Pixel dummy image assigned to one of the other texture names

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Ok. thanks again! I’ll try!

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And here we go :slight_smile: :

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Nice! Thanks, they look great :grinning:

I should have mentioned this before, but if you do want to use the core overscan cut to get the screen to be horizontal rather than vertical all you should need to do is set:

  • "[ASPECT] Orientation - Auto, Horizontal, Vertical" to 1 which is horizontal aspect, then
  • "[ASPECT] Type - 0-Auto, 1-Explicit, 4:3, 3:2, 16:9, PAR, Full" to 2 which is 4:3
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@HyperspaceMadness, this really solved the whole problem. Thank you!

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