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

Thank you, I didn’t expect that :sweat_smile: If you mean Hyllian’s setting is in mode 1 Checkerboard. I can create a pack, but how do I put it inside retroarch for next update or something…

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Why not? Looks pretty smooth and TV like to me. Even if it wasn’t TV like, I like what it does to the pixels and there aren’t too many distracting artifacts nor excessive blurriness that makes things hard on the eyes.

I was just wondering how the Sonic waterfalls look using it since everything else looks nicely blended, not too soft, not too sharp.

It’s completely up to you of course. You might have to host it independently using a file hosting site like Mega, e.t.c. You can also use GitHub and you can also ask Hyperspace Madness if he can include some of them as Community CRT Variations.

I wouldn’t recommend something like this being included in RetroArch since the shaders and settings behaviour change very often. You can instead create a Mega Bezel Pack.

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I can give a shot and so you can compare. :grinning:

Ok, I’ll see what can I do. Also I’ll send a P.M to Hyperspace Madness…

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Here you go :grin:

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Nice mask and blending, but it would be nice to see some shots with scanlines.

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What do you mean? It has got scanlines. If I take them off it would look like this…

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I can’t discern any scanlines when viewing the images on my phone, so it might be the phone’s built-in filtering that it does to all images.

Also just FYI, if you want to prevent the mask from turning into magenta/green stripes you should reverse the mask layout (assuming your subpixels are RGB). Screenshots can be deceiving! Although maybe this is less of a problem at 4k?

Okay, in these two screenshots, it looks like the waterfall is perfectly blended! The “X” in the corner is intact. It doesn’t look like excessive blur was used and the image doesn’t appear like Vaseline is applied to the screen and finally, it doesn’t even look like any NTSC resolution tricks have been used to accomplish this perfect blending!

As for the next 2, I can tell by the distorted “X” that you enabled MDAPT or whatever is the new name for the Hyllian Checkerboard dedither and changed the setting to probably blend vertical stripes.

Why do this when everything seemed to be perfectly blended even without it?

I can’t say offhand how you accomplished that amazing feat in the first 2 screenshots, but whatever you did, this might be one of the best Sega Genesis Dithering Presets in the world right now!

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The mask in his screenshots always look RGB to me.

Sorry I just changed so the shield ball look dithered too. Then I forgot to take it off. I just wanted to put dedither 2 for vertical stripes, so the waterfall looked transparent. I don’t like that “x” weird too :joy:

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I wouldn’t mind seeing how the shield ball looks on the original setting you had before, in the Golden Axe Screenshot.

The waterfall looks transparent in the screenshot to me in the first two screenshots, even with the “X” intact.

I just set hyllian’s mdapt to number 2 for vertical stripes. That’s all

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So you’re saying that the first 2 use MDAPT number 2, vertical Stripes and the second 2 as well?

In the first 2 the “X” is unaffected. While in the second 2, I can see the classic MDAPT = 3 distortion of the “X” .

It’s already RGB. Just look sonic’s eye zoomed in… IMG_20230310_034412

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Yes, perhaps I wasn’t clear. When looking at the actual screen or a zoomed-in photo of the screen (not a screenshot), do you still see RGB phosphors? Or something closer to magenta/green stripes?

With RGB subpixels, an RGB mask turns into magenta/green, due to the spacing of the subpixels. Like so:

RxxxGxxxBRxxxGxxxB

Etc. The red and and blue are right next to each other.

If you reverse the mask layout you get this:

BGR

xxBxGxRxxxxBxGxRxx

Etc, so the RGB stripes remain defined.

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The 4 screenshots I posted above, the first 2 has mdapt mode 2. The 3rd and 4th screenshots, has mode 3. I just wanted to set number 3 for making the ball shield dedithered, and the 4th screenshot I forgot to take the option back to 2. That’s why you see the weird “X”

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Yes, on my screen looks the same, the only way i use BGR if I use mask 6. But with mask 12 I don’t need to do that. It looks great.

In golden axe screenshot mdapt is mode 1, in sonic with mdapt 1 the waterfalls looks stryped, so that’s why you need mode number 2…

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Thanks for the refresher, I haven’t used MDAPT much since the early days of creating my preset pack. So all that you’re describing is familiar to me. I had given it a try again after the recent overhaul in HSM Mega Bezel Reflection Shader that which added the checkerboard dedithering but even that didn’t solve the false positive issue with the “X” in many games so it didn’t really change much for me.

I was just curious after seeing how the Golden Axe screenshot looked and then was pleasantly surprised to see the waterfall blended (transparent) with the “X” intact. I guess I forgot that setting 2, which was “Strict” back in the day, blends the waterfall but leaves out some other important stuff in Sonic The Hedgehog.

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