RetroGames4K's Mega Bezel screen pics, gameplays & custom settings

When I look at the white areas from about this post onwards they’re starting to look slightly red. Have you noticed this as well?

Well, I don’t know why that happens, I only have ntsc color activated and smpt-e activated. I don’t know, but I’m working on the arcade, not finished yet, gas another setting. Any Ideas what it could be?

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Does that mean you’ve noticed this as well?

It could be due to this:

I think some of the Grade Colour settings were intended to be used on a professionally calibrated display in conjunction with Look Up Tables. Can’t remember exactly which of the settings are affected by this. I know the Colour Space setting is one of them. Not sure if the TV Standard is also affected by this requirement.

But what do your eyes tell you?

Any further suggestions @Nesguy?

Also, now that I’ve brightened up my phone screen a bit, the whites no longer have that slight reddish tint. Relatively though, I think there might be a slight red bias because when I noticed it, I looked at other screenshots using the same brightness level and didn’t see the same thing.

My apologies if I caused any unnecessary concern.

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Without mentioning any technical issues, something that I don’t know and I don’t discuss because of my lack of knowledge, I can say that for my eyes it looks good​:sweat_smile:. The only thing I can think of is that with arcade games used different gamma than home CRT’s, because with some mame games, color and gamma looks a bit off if I use the same gamma as home consoles, but maybe I’m wrong. I only use my bare eyes perception, nothing else.:sweat_smile:

Don’t worry, I’m always open to others opinion :grinning:

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Sorry I forgot to mention this before, sometimes I read too fast and didn’t read this… I didn’t saw what you mention, but I’m open if something is wrong, so I can correct it.

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Looks great! Did you adjust any settings?

The only thing I don’t like is what happens to the mask at the edge of the box with Billy’s face. Perhaps this is something that we should get @guest.r and @HyperspaceMadness involved in because a mask is applied to the inside of the tube so if there is curvature in the tube, the mask should conform to this as well, shouldn’t it?

Maybe there can be a toggle to have the Mask follow the screen curvature?

I’m not losing sleep over this and definitely not trying to influence you or anyone else to alter their presets but I can’t unsee it and I find it slightly immersion breaking along with the distortion, warping and magnification when scrolling using curvature.

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This is possible to implement, but produces very nasty artifacts due to discrete nature of modern displays.

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Thanks😀. Yes indeed! I’ve touched a lot of settings since last time.

The thing is, if I take curvature a bit down, Mask pattern loses streght and I prefer it this way. Btw I haven’t finished yet tweaking it still working on it and it’s not yet ready, There’s something I want to try first, and see if it improves. I’ll make a screenshot when it’s done.

I understand, but as I said I’m still working on it, so don’t worry. I hope I can make it😅

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This doesn’t surprise me at all.

Thanks for the quick response @guest.r.

I just got an idea, which is a compromise but it should work perfectly. I’ll wait to see what you come up with though. I think I actually used this method on some of my presets which have slight curvature.

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The only thing that I know right know to solve this, is to set curvature multiplier to 45, this is the most aligned and balanced curvature setting for me…

or I Set integer scale with curvature at 100% if it looks bad But I’m still working on it but I think I’ve improved a lot, when I find the most balanced setting I will upload it… At the moment I don’t have any other fix or Idea for this issue…

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Have you considered adjusting the X and Y Curvature independently? For example if you left the Y at 0 or a very very low number, you could play around with the X and still give the illusion that the screen is curved. You could even use the Bezel Independent Curvature and have the Bezel curving in both axes, with the screen curving in just the horizontal.

Remember this curvature is more about tricking the mind or selling the illusion to the brain that the screen is curved. No matter what we try it wouldn’t be 100% accurate. So once you can get enough to sell the idea and illusion, I think you would have succeeded.

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No, I haven’t tried those settings yet. But I will. Thanks

I’ve seen those settings, but haven’t tried it yet. I’m always learning new things :sweat_smile:. I will work next on Snes, if it works well it will be my next update.

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Sorry, I’m looking for those settings you are mentioning, I thought it was other option, but now I realised nothing has to do with curvature… where is X and Y curvature independent?

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It’s right there in the Curvature settings. I’m not in front of my PC now but I’ll give it a check and see. I can probably load up a preset on my phone and have a look.

See it’s right there. You can raise or lower the Horizontal/X/Long axis (in 4:3 aspect ratio) independently from the Vertical/Y/Short axis (in 4:3 aspect ratio).

The first 2 say 2D Curvature so not sure if they would also apply if you’re using 3D Curvature but there are also settings which apply to 3D Curvature below which govern the tilt angle and those can be independently adjusted on both axes.

Lastly, there’s the CRT Curvature Scale Multiplier, which governs how curved the Bezel is in relation to the Screen.

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Ok, it’s that setting. That’s why I couldn’t find it… So Long Axis is Y and short X?

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It’s that way if you’re playing a 4:3 or 16:9 game horizontally if the game was vertical then long would be the Y axis and short would be the X axis. So it’s aptly named.

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I just updated the Shader pack, I updated Mega Drive, and added Nintendo 64. I hope you enjoy it! :grin:

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Your package also includes all the retroarch directory, FYI.

Thanks for the update mate

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