Hi @ElectricKeet so this is quite interesting, the fact that the pattern in the corners isn’t blurred suggests the error is showing up in the crt shader probably related to the curvature calculation (I’m using the curvature I borrowed from EWA Curvature). This is a hard one because I don’t have a AMD card to check it on. By the way I am using Vulcan as my render engine.
Like you say we can to work around the problem by adjusting the bezel to block it out. The reason you are currently seeing it is that the bezel in the image is semi-transparent white, rather than opaque gray. If I change this to opaque gray this will block out stuff underneath the bezel. This should be an easy fix as it’s only adjusting the bezel image, so I’ll do this on the next update.
Also for anyone interested in using their own bezel images, to do this you need to change the image path in the preset, and change the following parameters to match your image,
ov_overlay_texture_res_x
ov_overlay_texture_res_y
ov_screen_height_in_texture
ov_screen_height_in_texture is the percentage of the height of the screen in the overlay image relative to the image height, although you can just change the image and resolution parameters then interactively tweak ov_screen_height_in_texture in the shader settings until it fits and then copy this value into the preset