Is this an universal script for all resolutions or do i have to change some seetings for my 1440p screen?
They were designed and tested at 4K Resolution and use custom scale and curvature settings based on that resolution and minimizing moire. I also have some modifications for 900p in my thread.
All you should need to do to make them more universal would be to set the CRT Mask Size to 0 (Auto), set Integer Scale Mode to 0 and you can probably leave out all my custom curvature and bezel settings at the bottom if you want.
Here are the modifications I tested to get them to look okay at 900p.
For 1440p it’s just a few things you might need to modify, basically the same settings that I changed for 900p just different values.
It shouldn’t take me long to try and create a 1440p version but I’m sure you can as well.
While you were replying, I was still replying with the solution. See my post above. Set the CRT Mask Size to 0, Int. Scale Mode to 0, then adjust the Non-Integer Scale until the screen fits the way you want it to.
You might also want to toggle the mask layout depending on your screen and you can also experiment with mask 5, 7 or 8.
If you leave out my custom curvature and bezel settings at the bottom of the preset everything should fit automatically using @soqueroeu’s curvature and bezel settings.
HSM_NON_INTEGER_SCALE = "61.570278"
HSM_CURVATURE_2D_SCALE_LONG_AXIS = "10.000000"
HSM_CURVATURE_2D_SCALE_SHORT_AXIS = "5.000000"
HSM_BZL_USE_INDEPENDENT_SCALE = "1.000000"
HSM_INT_SCALE_MODE = "1.000000"
HSM_INT_SCALE_MULTIPLE_OFFSET = "-2.000000"
HSM_BZL_INDEPENDENT_SCALE = "61.470329"
HSM_BZL_USE_INDEPENDENT_CURVATURE = "1.000000"
HSM_REFLECT_CORNER_ROTATION_OFFSET_TOP = "-4.000000"
HSM_REFLECT_CORNER_ROTATION_OFFSET_BOTTOM = "-4.000000"
Its nearly fullscreen with your suggested changes. But i have this border on the left and a small line on the right with off game content.
CyberLab__Composite-Pure__Soqueroeu-TV_Special_Edition-Genesis-1440p__STD
#reference "../../../../Mega_Bezel_Packs/Soqueroeu-TV-Backgrounds_V2.0/presets/TV-Console/Sega_Genesis.slangp"
scangammaoffset = "2.500000"
g_hue_degrees = "-7.000000"
wp_temperature = "6500.000000"
GDV_DECONVERGENCE_ON = "0.000000"
g_sat = "0.020000"
post_br = "1.310000"
h_sharp = "5.200000"
GAMMA_INPUT = "2.100000"
gamma_out = "2.500000"
bloom = "0.150000"
halation = "0.000000"
scan_falloff = "0.250000"
g_crtgamut = "1.000000"
scans = "0.000000"
GDV_NOISE_ON = "1.000000"
glow = "0.000000"
masksize = "0.000000"
gsl = "2.000000"
scanline1 = "9.000000"
scanline2 = "9.000000"
beam_min = "1.350000"
beam_max = "1.300000"
shadowMask = "5.000000"
maskstr = "1.000000"
addnoised = "0.180000"
noiseresd = "1.000000"
HSM_NON_INTEGER_SCALE = "61.570278"
HSM_CURVATURE_2D_SCALE_LONG_AXIS = "10.000000"
HSM_CURVATURE_2D_SCALE_SHORT_AXIS = "5.000000"
HSM_BZL_USE_INDEPENDENT_SCALE = "1.000000"
HSM_INT_SCALE_MODE = "1.000000"
HSM_INT_SCALE_MULTIPLE_OFFSET = "-1.000000"
HSM_BZL_INDEPENDENT_SCALE = "61.470329"
HSM_BZL_USE_INDEPENDENT_CURVATURE = "1.000000"
HSM_REFLECT_CORNER_ROTATION_OFFSET_TOP = "-0.500000"
HSM_REFLECT_CORNER_ROTATION_OFFSET_BOTTOM = "-1.500000"
These settings retain Integer Scale mode but when I changed Int. Scale Mode to 0, the screen also fit well so I didn’t have to fiddle with the Non-Integer Scale %. For me, I prefer to use Integer Scale when possible.
Note I updated the path to Mega_Bezel_Packs instead of the old Mega_Bezel_Community and Mega_Bezel_Community_Collections.
I’m also going to update it in my preset post in this thread.
CyberLab__Composite-Pure__Soqueroeu-TV_Special_Edition-Genesis-1080p__STD
#reference "../../../../Mega_Bezel_Packs/Soqueroeu-TV-Backgrounds_V2.0/presets/TV-Console/Sega_Genesis.slangp"
scangammaoffset = "2.500000"
g_hue_degrees = "-7.000000"
wp_temperature = "6500.000000"
GDV_DECONVERGENCE_ON = "0.000000"
g_sat = "0.020000"
post_br = "1.310000"
h_sharp = "5.200000"
GAMMA_INPUT = "2.100000"
gamma_out = "2.500000"
bloom = "0.150000"
halation = "0.000000"
scan_falloff = "0.250000"
g_crtgamut = "1.000000"
scans = "0.000000"
GDV_NOISE_ON = "1.000000"
glow = "0.000000"
masksize = "0.000000"
gsl = "2.000000"
scanline1 = "9.000000"
scanline2 = "9.000000"
beam_min = "1.350000"
beam_max = "1.300000"
shadowMask = "6.000000"
maskstr = "1.000000"
addnoised = "0.180000"
noiseresd = "1.000000"
HSM_NON_INTEGER_SCALE = "61.570278"
HSM_CURVATURE_2D_SCALE_LONG_AXIS = "10.000000"
HSM_CURVATURE_2D_SCALE_SHORT_AXIS = "5.000000"
HSM_BZL_USE_INDEPENDENT_SCALE = "1.000000"
HSM_INT_SCALE_MODE = "1.000000"
HSM_INT_SCALE_MULTIPLE_OFFSET = "-1.000000"
HSM_BZL_INDEPENDENT_SCALE = "61.470329"
HSM_BZL_USE_INDEPENDENT_CURVATURE = "1.000000"
HSM_REFLECT_CORNER_ROTATION_OFFSET_TOP = "-0.500000"
HSM_REFLECT_CORNER_ROTATION_OFFSET_BOTTOM = "-1.500000"
Note: These presets should look and work well with my custom Blargg NTSC Filter presets or the ones included in some emulator cores.
You can use these to get nice colour blending and transparency effects (de-dithering). Especially useful since the base preset used in @soqueroeu-TV Backgrounds don’t include MDAPT or SGENPT-MIX.
You might have to adjust the Crop % Settings and you can crop the left and right sides independently.
Hello!
How can I make it that the video quality is more fuzzy, low quality composite/RF like? Unfortunately, the NTSC parameter is missing like in the picture that I have attached. Is there any other way I can do it? Thanks in advance for any help!
Greetings, Gekko
Go back to Quick Menu–>Options–>Video–>Set Blargg NTSC Filter to Composite Video or S-Video.
For more advanced stuff you can try this:
Thank you dear Cyber you saved me! Your help is much appreciated!
@soqueroeu Hey man. Big fan of the backgrounds. I’m having a bit of a problem. At first they were working perfectly with the Mupen64Plus-Next core then this happened…
Any idea on what it could be?
It depends on the Video Driver that is being used, the core will force the video driver. The GLCore driver needs Flip Viewport Vertical set to 1.
If the viewport didn’t flip for this game specifically than check the Options for the RDP Plugin that is being used. The plugin determines the Video Driver being used.
GLideN64 ParaLLEI-RDP
@retrorevive92 Thanks!
Hgoda90 responded exactly as it should be. Use the flip option to correct.
Thanks @hgoda90 !
hello, (I don’t know if I’m using the right way to get in touch with you here) I would be able to make (when you have time) “presets” of these shaders based on the “preset” of the Mega Bezel named “MBZ_5_POTATO” because I found it very your work is awesome but it doesn’t run on my pc because it’s literally a potato lol, if you can’t, that’s fine, congratulations for the work in the same way.
Hey @Muri-LOLO, Thanks!
Creating a Potato pack version presets requires reworking the assets individually, cutting out the tube area. What you can do to improve performance is to simply disable reflections. It has a good performance gain.
Here:
I shouldn’t. There is a pesky bug keeping the background from displaying over the CRT but by default the CRT should be over the background.
This is what I get for your “00_Generic_01-[Grey].slangp” by simply changing the reference shader to the GDV Potato.
Yeah. It doesn’t look right because there is no bezel.
The shader tools for generating Potato assets would make quick work of this, but an image editor would still be needed.
@soqueroeu we could talk privately if you would like a copy of my Photoshop actions I use to make this easier.
I dunno, doesn’t look bad at all to me. I had to click on them both a couple times to really see the difference. Then again, I’m still trying to finish breakfast and fully wake up!
The second shot is his preset. The first lacks a bezel.