Thanks It’s better than nothing. I’m looking forward the next updates of your project.
I love these, I did notice some flipped upside down, so I changed it in the preset, thank you.
Is the github pack portable?
I mean, do these shaders work by themselves in their own folder? Or do they depend on the existing RA shaders?
Edit: Seems like the project depends on the already installed shaders. That’s too bad
Is there a possibility to make this portable? Like, have all dependencies in one folder, separate from the regular slang shader folder?
This is for those who don’t want to update their shaders. I spent weeks to fine tune every shader for every system and i’m happy with it, if i update the shaders everything will collapse and i’ll need to start again. But a project like this being in a separate folder would be a much better option.
Soqueroeu, like other projects, are essentially packages with presets. They will always depend on shaders from the Retroarch shader folder.
Depending on the resource/parameter used in the presets, the shader version needs to meet the requirements.
You can choose to keep your presets and shaders pack unchanged, but if some new feature isn’t backwards compatible, there’s nothing you can do but update your shaders folder. In rare cases, it might work, but it might cause some unwanted geometry and filter artifacts applied to the “tube”. Perhaps @HyperspaceMadness has an opinion on this.
Yeah, i was afraid this would be the case. Guess i have to skip trying this project then
The whole shader path system needs a rework IMO. It’s natural that shaders is a feature that can take a long time for someone to configure if they have a lot of systems. And many systems need different parameters. It can take hours upon hours of testing until you get everything just right. So everything you have saved needs to be “safe” from updates that might break something.
This easily breakable system has turned me off from updating my shaders or trying new cools stuff like this for years.
You can update/downdate HSM Mega Bezel Reflection Shader as @HyperspaceMadness keeps several versions around on his GitHub. You only need the versions which match the release timeframe of this project. When something breaks due to a change in the shaders, it is usually up to the preset pack creator to update as they see fit in order to maintain/restore compatibility.
If all developers thought like this, we’d never have anything new nor make any progress.
Sometimes the reward can be worth the risk.
Technically the answer is no, they don’t depend on existing shaders.
More accurately, they depend on the Mega Bezel, which is self contained. (Aside from some things in “shaders_slang\blurs” and “shaders_slang\include”.)
In addition, unlike other shaders, the Mega Bezel can be updated via a release package on the GitHub page.
There is zero risk of messing with your existing setup to try this, or update it or the Mega Bezel in the future.
Just update either one by using it’s release, and don’t update your slang shader via Retroarch UI.
Ok, it seems like i didn’t have to worry since both this pack and the Mega Bezel one are in new folders so nothing was changed.
Edit: Spoke too soon. I’m getting a “fail to apply shader” error in most presets. Not sure what i’m doing wrong.
Edit 2: So i had to update the shaders after all. Because while the Soqueroeu presets only depend on the Mega Bezel folder, the Mega Bezel folder itself isn’t portable and depends on other shaders.
There was a time some months ago when some Blurs were updated but this was an exception rather than the rule.
Also you need to update your RetroArch itself. Just make a backup or secondary installation if you’re worried about the transition.
The most common errors are related to file paths. But if it worked before, it may be related to incompatible parameters between release versions. Can you post an error log?
I sorted everything out. I’m already on 1.10.5 btw.
The solution was somewhat simple. I renamed the “shader_slang” folder to something else like “shader_slang_old”. Then i used search and opened all of my saved shader profiles within the configs folder with notepad++ and replaced the “shader_slang” path lines to “shader_slang_old” using the “replace in all opened documents” function. This made all paths work with the renamed folder. And that meant i could start fresh with a new, updated shader_slang folder without messing with my old profiles.
I downloaded the new shaders and the Soqueroeu project and everything works fine now. And it’s nice that i can experiment and save new profiles if i want to or just keep my old stuff. Turns out it was easier and more painless than i though it would be. Might as well try other shader projects that i missed in the last couple of years.
Man those look awesome! You really got the console vibe right on your tv bezels
Hello, friends! First of all, thanks a lot to SOQUEROEU for this (and also, to the Mega Bezel guys!).
Now, I have a question. I’ve tried both NES and SNES cores with this shader and I have a black line above the game’s image, that doesn’t allow the game screen to reach the top of the TV image. Here’s a screenshot that shows it:
How could I fix this? Thanks in advance!
Hi @yepes ,
It’s been a while since I posted Soqueroeu V2.0. Perhaps some parameter requires adjustment or perhaps there is some incompatibility with older or newer versions of Retroarch.
Please, which version of Retroarch and games did you test?
My apologies for a late reply, different timezones, it seems!
RetroArch is 1.15 stable, Win64. I used MESEN and BSNES as cores, and Castlevania III (USA version, NES) and Aladdin (USA version, SNES) as games, labeled as the No Intro convention says. I’m using your Mega Bezel TV Backgrounds version 2.1 (files appear as last modified on 2022-09-17).
I’ve tested other games and they seem to fill the whole screen, so… it might be a thing of these two games? Perhaps they looked that way on the original systems. Overscan is set to cropped (8 px).
As a side note, I’ve been able to fix black lines on the sides (for example, on Terranigma, for the SNES), by modifying one of the parameters in the filters (related to aspect ratio, but I can’t remember which one, it was a quick test yesterday). But… the black lines up and down don’t seem to react to any setting I test. Any help would be appreciated. Thanks in advance!
Hi @yepes!
This appears a game bug. I tested euro and japan SNES’s Alladin and also Snes9x core. The problem persists.
Castlevania III, didn’t notice the problem, using Mesen or Nestopia UE cores.
Have you used different core versions?
For SNES Alladin, this can be mitigated with 3.60 Crop Top in the [CROPPING CORE IMAGE] parameters. This ends up stretching the image a bit.
You can also do a Crop Zoom. This does uniform stretching on all sides, but obviously hides a small game content portions, towards the edges of the tube.
Also, by internal Core Crop Overscan at 16 Pixels can solve.
Correcting by shader, while it may stretch the image a bit, is easier to manage as you apply the setting for specific games. In fact, you can use this to mitigate this problem. Can help with PSX, N64 and PCEngine CD games and many others.
Note: any stretching can reduce pixel perfection.
Maybe @HyperspaceMadness has some trick ??