Mega Bezel Reflection Shader! - Feedback and Updates

I have presets available on my GitHub that are just load & go. The graphics just have to be in the correct folder.

You are all to be congratulated

I used the old copy and paste to edit the new shader this way I won’t have any problems either, right?

Well, I reached the message limit for my first day, now I can’t answer anymore


Cool :slight_smile:

So I would hold a bit before creating a lot of presets until the new shader and retroarch version come out, the new version of retroarch will allow you to have much simpler and more manageable presets, and a lot of the parameter names will change between the old and new versions .

What I mean to say is that make whatever presets you like, but it will get much easier in the new version and you will not have to redo so much stuff after you start using it.


Hi everybody!

I noticed that my background graphics have faded colors, different from what they are after being produced in photoshop.

Image compression often loses quality. The Win10 native image viewer shows more vivid colors. Another software I tested shows the faded image as well.

Does MegaBezel use a plugin to generate the background image? How to improve the colors of the image before displaying it?


Hi, can you post an example? Basically showing the original graphic and the final result with the Mega Bezel?

One thing the Mega Bezel has on by default is a vignette on top of the background image, It looks something like you see in this SNES example. You can turn this off if you like by reducing the opacity parameter for the vignette.


I don’t think he is talking about gradiation, but saturation - i.e. LESS saturation. I would see if you’re using a icc profile in Windows. In Photoshop, you can open your image, goto View, Proof Setup, then either choose “Custom” and then your monitor, or choose “Monitor RGB”, this should give the true colours.


Try to double the resolution of the image. The downscaling usually helps.

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NTSC Adaptive doesn’t work in either “hsm__MEGABEZEL__0__EASYMODE” or “hsm__MEGABEZEL__0__GUEST-DrVENOM”. It shows up in the parameters when I switch out GTU, but turning it on simply has no effect. It seems to work fine in Newpixie, however. Haven’t tried Royale yet.


I’ll check this out tonight, there’s probably something wrong in the preset I’ll need to fix, I put it in a long time ago and I don’t think it’s been tested recently.

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Thank you for the tips @HyperspaceMadness and @John.Merrit

I took the opportunity to review the entire shading of the MegaBezel and in fact had no values for vignette. But the problem was precisely in the Photohops color profile, as suggested. I was working on CMYK instead of sRGB.

What confused me was the fact that Windows’ native photo viewer showed the most vivid colors, just like Photohop’s canvas. So, I believed that the problem was in the MegaBezel.

I installed another viewer (IrfanView) and was able to check the facts. The photoshop image output was correct, but the canvas was in CMYK profile.

The conclusion:

  • No problem with MegaBezel
  • I have to rework the coloring of my graphics!
  • Native Windows 10 photo viewer ignores the RGB profile? :thinking:

To compare, see below the same image opened simultaneously in the native Windows photo viewer and IrfanView:


Advice (tip)

Use the old image viewer, it is possible but you have to manually configure it to appear

I don’t know about the color issue, but it is much faster for everyday use

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I did a quick test here, on my 43 inch TV, using the shader, the space created from the game, resulted in a 27.55 inch screen.

Or 70cm

Would it be possible for me to equal 29 without losing originality?

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Make sure you have a icc monitor profile installed, you can normally get one at your monitor manufacturer’s website. But, like the poster above me, I would use the old viewer, it respects the icc profile.

I use Photoshop CS6, and it opens all images with the default icc, so images look washed out like your images. I always have to remember to select my monitor profile before I do any work.


I also don’t like the new Windows10 image viewer. It eventually bugs during viewing.

I remembered that I still had my monitor drivers and installed them just now. Thanks for the recommendation. But, do I need to choose this profile in photoshop too? How?

Probably, it really depends on if you like the results at a particular size. The default tube size corresponds to integer scale for 224p content.

Integer scale helps avoid uneven looking scanlines and Moire patterns (circular ring like artifacts) when curvature is used.

Example of a Moire Pattern

There are more problems with Moire at 2K and smaller monitor resolutions.

I would suggest trying it out and see if you like the look of the image :slight_smile:

You if you increase the integer scaling snap, as you adjust the non integer screen size you will be able to see if there is an integer scale multiple close to the current non-integer scale.


I’m already satisfied like this, but I wanted to find out the 29 inches to make it more real with a TV :laughing:


I discovered the shader problem with the Beetle PSX HW core, Cannot be used internal resolution above 1x native

also to @Duimon


This may be a limitation of your hardware, not the shader. I successfully used up to 4X but it crashed higher than that. The shader will kick in fake scanlines anyway and looks horrible without, (Moire to the max.) so higher than 1X makes no sense with the shader in this core. (It essentially looks the same as 1X)

Glad you got it running. :grin:


I believe it’s not my hardware, I use it in 8x with fluidity without the shader, I don’t think I tested it in 4x to be sure :sweat_smile:

Now I’m having a problem with my N64 core When the shader is activated, it gets incredibly slow, even the sound

(See that every day I have something new, I’m being boring, but everything is working out in the end)

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Not boring at all my friend, glad to help. Others will also benefit from our discord. :grin:

When I said limitations on your hardware I meant in concert with the shader. There is only so much any of our hardware will do.

The slowdown is probably a related issue. I believe @HyperspaceMadness is currently working on some optimizations in DrVenom so it may improve with the next shader release.

I used to have extreme slowdowns with Snes9x but they went away with a GPU upgrade.


what is your GPU?

Would this also be related to nintendo64?

Here I have i7 3770
GTX 1660s (over)