On Switch you can use glsl but when selecting the presets, RetroArch crashes
Maybe it doesn’t support reference inside preset. Does it crash if you load the direct preset inside base_presets folder?
That’s right, I tried it directly and the same thing happens. As a note, the Switch uses the GL driver
Hmm. I’ll need to investigate further. Maybe my idea of using global vars isn’t so compatible as I’d thought. Or else the Switch doesn’t support gl Version 1.20?
I wouldn’t know the compatibility or support of the GL version on Switch
Wow… I liked the integration of retropie-overlays-arcade-artwork. Do you know what settings I should make to remove those circles?
Turn OFF the Ambient light inside user params. Some people are more sensible than others to these quantizations. I only see that by zooming the picture. (I’ll see if float_framebuffer or srgb_framebuffer can fix that).
BTW, there are three lighting params you can turn OFF or ON: LIGHTS, SHINE and AMBIENT. And, for the last two, you can control intensity and size.
And about the retropie’s artworks. Are you loading using the auto preset? It rotates the game seamlessly (for this, your Core Option Vertical Mode should be turned off). Then, overriding the core, voilá, it loads the artwork automatically by loading a game. Better yet, it loads blazing fast. I’d like to integrate it with other great packs out there, it’s just that I don’t have much time to dedicate to it.
I wish Retroarch had a shortcut like M and N to load through the games in a folder the same way you can load the presets in a directory.
This is coming along nicely!! Keep up the great work!
Thanks, I’m making the necessary adjustments there. I like these LIGHTS, SHINE and AMBIENT options But I wouldn’t like them to affect the game screen or not at all, for example AMBIENT I would like it to also apply to the BORDER So in the game it doesn’t affect it but for example in the explosions it is affected by the ambient lights the BORDER (Artwork/background)
It adapts without problems to vertical games, having the option turned off in the core (FBNeo)
Oh, you’re talking about dinamic lights. It’s an interesting idea, though it needs a completely new implementation. I’ll put it on future improvements TODO list.
Added some shaders to work with bezel-reflections flavor:
- crt-guest-advanced;
- crt-guest-advanced-hd;
- crt-guest-advanced-ntsc;
- dot (for handhelds);
- lcd-grid-v2 (for handhelds);
Testing @sonkun inside a kidocolor:
Unfortunately, my display is too small (1080p) for these presets.
Nice. I showed up today right on time to see all these new developments going on left and right. Still haven’t played with Pants experiments in my thread as well. Lots to of new goodies to play with.
Now I can answer better: Yes.
I’ll expand the frame options for scaling. Though, by enabling integer scaling, some zoom/scaling params stop working (as intended by integer scaling). It’ll only work properly for games that doesn’t change resolution, otherwise it’ll be changing its size dinamically.
Using integer scaling (vertically only):
this is a great news, can’t wait to try it!
yeah, but a good number of systems don’t change resolution so this means that many system will benefit for this!
New release: Uborder-v0.0.6
– Added some crt shaders to be compatible with uborder-bezel-reflections:
- dot and lcd-grid-v2 for handhelds;
- crt-guest-advanced;
- crt-guest-advanced-hd;
- crt-guest-advanced-ntsc;
– Old reflection was a bit anemic. New code is stronger;
– Added integer scaling to uborder-bezel-reflections.
Playing with integer scaling and zoom:
I could not resist…so I did a very quick test to see how it works: I did a quick preset with integer scaling did few changes and it seems to work very very well!
also tweaking a little the parameters the diffusion from ambi-light and shine looks great!
I’ve got to figure a good set of parameters to be able to fit well with different content resolutions but I think that this will replace most of the old presets I did with previous uborder version!
Great job!
some shots with different resolution (using the same preset):
Great that you quickly figured out how to use it. Some scaling params stop working if you fix Y size to integer, as you already noticed. You have to play with aspect ratio num/den to scale horizontally and center x and y to choose a better location. I’m thinking about deprecating the two first flavors, as I think this new approach is more flexible and easy to tweak.
I think you are right, this new flavor can achieve the same things the previous could but with more options available , also the reflection is almost “automated” so that makes things even easier to set up!