Yes, you have to have it OFF in the core configuration
- default_Vertical.slangp
uborder_packs\Duimon-Mega-Bezel-Potato\base_presets\default_Vertical.slangp
Yes, you have to have it OFF in the core configuration
uborder_packs\Duimon-Mega-Bezel-Potato\base_presets\default_Vertical.slangp
Uh, Ok. I’ll try that! Thanks!
I was about to suggest verify if Allow Rotation was OFF, then you figured earlier!
About the aspect ratio, I’m working at it. It’s something that the latest version doesn’t change, so it’s expected behavior.
I Solved it for non integer. Now I’m fixing AR for integer scaling. Next version will be correct hopefully!
Can you enable logging in settings and post the error here?
[INFO] [Shaders]: Specific shader preset found at "D:\Games\RetroArch\config\FinalBurn Neo\mk2p.slangp".
[WARN] [Shaders]: Could not read shader preset in #reference line: "D:\Games\RetroArch\shaders\uborder_packs\retropie-overlays-arcade-artwork\$CORE-ASPECT-ORIENT$.slangp".
[INFO]
[WARN] [Shaders]: Could not read root preset: "D:\Games\RetroArch\config\FinalBurn Neo\mk2p.slangp".
[ERROR] [Vulkan]: Failed to create preset: "D:\Games\RetroArch\config\FinalBurn Neo\mk2p.slangp".
[WARN] [Shaders]: Could not read shader preset in #reference line: "D:\Games\RetroArch\shaders\uborder_packs\retropie-overlays-arcade-artwork\$CORE-ASPECT-ORIENT$.slangp".
[WARN] [Shaders]: Could not read shader preset in #reference line: "D:\Games\RetroArch\shaders\uborder_packs\retropie-overlays-arcade-artwork\$CORE-ASPECT-ORIENT$.slangp".
[INFO]
[WARN] [Shaders]: Could not read root preset: "D:\Games\RetroArch\shaders\uborder_packs\retropie-overlays-arcade-artwork\auto-arcade-overlay-loader.slangp".
[ERROR] [Vulkan]: Failed to create preset: "D:\Games\RetroArch\shaders\uborder_packs\retropie-overlays-arcade-artwork\auto-arcade-overlay-loader.slangp".
[ERROR] [Vulkan]: Failed to create filter chain: "D:\Games\RetroArch\shaders\uborder_packs\retropie-overlays-arcade-artwork\auto-arcade-overlay-loader.slangp". Falling back to stock.
I just tested and it fails to load. Not only that, I tested other presets that use wildcards from other authors and all fail, so I think it’s not a fault on the preset. I still don’t know what’s causing it.
Hi @Hyllian, I´m interested in wilcards support. I´ve experimented with it using HSM-MegaBezel and it´s really cool and useful.
I´m planning to use it with a set of overlays with the same measures (actually two: one or horizontals, one for verticals, like the one I posted before) with the gamename.png
format. So, BORDER
should be able to support it. In case no overlay is found for a given game, a default_h.png
or default_v.png
overlay is loaded. For that you need to read the game´s AR.
Another cool feature is to have a MARQUEE = image.png
parameter, also using wildcard, so you can load an image and put it over, for example if you´re using a vertical setup and want to fill the marquee hole of the virtual cabinet.
Some of these features have been developed in HSM-Mb and use for vertical overlays for example. Maybe it can be implemented in Uborder, considering are not resource hungry, and they allow it a lot of nice things to do.
I think wildcards is something supported by RA that is independent of shaders. Well, at least I already use it with some presets.
From what you’re talking, you want the shader to load a second png to put over the first one, correct?
First I need to fix some bugs and features. I’m still not satisfied on how reflection brightness is presented. Maybe I need to apply Gamma over it.
There are some work to do before adding new features.
Thanks I´ll try wildcards then.
Yes, exactly that.
I understand. Good work though!!!
I’ll get rid of content_size vars as it is a redundant way to scale the game. Using just Scale X and Y is enough. Besides, it’s a source of weird behavior, setting it to 1.0 fix many problems, so it’s time to clean this code.
I’m trying some vertical overlays with Uborder, and the AR seems to be problematic. I can’t make Art of Fighting to display properly, even stretching all the way horizontally. I really wanted to work, because I wanna try those plastic bezels of Neo-Geo cabinets with the reflection generated by Uborder.
I can pass you a WIP version with AR fixed and other things. I’m yet updating pack presets before releasing oficially.
It’s here.
I set Vertical Mode = ON, and went to Video->Output->Video Rotation and set it to 180 degrees.
EDIT: I’ll add a param to allow background to rotate so that you won’t need to set video rotation other than Normal. You’ll still need to set Vertical Mode to ON, though.
EDIT2: another param change here. Instead scaling X and Y at will for non-integer, I’ll let only aspect ratio and zoom, so you first set the aspect ratio (the same used for integer scalings), than you zoom in/out and use center X and Y to determine final position. I think this way the controls become tight and easy to set for various systems. Any objections?
My params for this to work:
fr_zoom = "70.800000"
fr_scale_x = "100.000000"
fr_scale_y = "45.400000"
fr_center_y = "24.300000"
bz_ref_str = "0.500000"
bz_inner_bezel_x = "0.000000"
bz_inner_bezel_y = "0.000000"
bz_middle_bezel_x = "0.122000"
bz_middle_bezel_y = "0.059000"
bz_outer_bezel_x = "0.000000"
bz_outer_bezel_y = "0.000000"
bz_radius = "0.015000"
bz_red = "50.000000"
bz_green = "50.000000"
bz_blue = "50.000000"
bz_shine = "0.150000"
bz_shine_size = "0.850000"
h_cornersize = "0.020000"
CN_SCAN_SIZE = "0.950000"
CN_MASK_STRENGTH = "0.500000"
CN_VIG_TOGGLE = "1.000000"
CN_VIG_EXP = "0.320000"
See if you need more controls for these vertical backgrounds. I’m used to test with normal ones.
Thanks @Hyllian. I´ll try with some other vertical overlays. Anyway, the one you posted has no plastic bezel, so you are generating it´s own bezel. I want to try NEO-GEO because I want to see how Uborder behaves with reflection only, over that particular bezel.
Ok, here’s a RC1 for the 0.0.7: Uborder-v0.0.7-wip-RC1 with the aspect ratio additions. I just want some feedback if this is what you expect. The bezel can be transparent now, which means I’ll deprecate the old ones soon. I hope this is the last change in scaling/aspect params so that I can avoid rework of older presets in the future. I think now the scaling/aspect params are very tight and easy to tweak.
Thanks!!! These are my results:
AR starts OK with both games (vertical and horizontal), but the screen is very small as you can see in my last pic.
My params for AOF:
fr_zoom = "61.599998"
fr_center_y = "17.299999"
bz_lights = "0.000000"
bz_shine_enable = "0.000000"
bz_ambient_enable = "0.000000"
bz_ref_str = "0.500000"
bz_inner_bezel_x = "0.010000"
bz_inner_bezel_y = "0.010000"
bz_middle_bezel_x = "0.140000"
bz_middle_bezel_y = "0.140000"
bz_transparent = "1.000000"
bz_radius = "0.010000"
h_curvature = "0.000000"
And for 1942:
fr_aspect_x = "6.000000"
fr_aspect_y = "8.000000"
fr_zoom = "72.000000"
fr_center_x = "-1.000000"
fr_center_y = "22.200001"
bz_lights = "0.000000"
bz_shine_enable = "0.000000"
bz_ambient_enable = "0.000000"
The reflection over the plastic bezel for the AOF works Ok. If you want more “fidelity” maybe you can make Curvature for the outer corners of the bezel (and it’s reflection) too.
PS: For 1942 I had to manually “invert” the 6 and 8 of the AR. Is that normal behavior?
Using Zoom fix that?
If the background is rotated, you need to invert the AR. It only detect vertical games, not vertical backgrounds.
Yes. I guess with horizontal backgrounds the “default” zoom looks bigger.
So there is not AR reading from the Core, it is always 4:3 by default?
If I’m not mistaken, AR passed by the Core is a very new feature only supported by latest Retroarch. Still unsupported by uborder.
I’m still not updating to latest RA because there are some bugs I’m waiting to be fixed. For now I’m sticking to 1.19.
EDIT: I decided that background will be manually rotated as you can’t predict when someone decided enter a rotated or unrotated one. Obviously, for most cases, it try to follow game auto rotation. But, if auto fail, with just two params (rotate and mirror) you can get any possibility manually. For games, it auto rotate vertical games. If your game is horizontal and you need to use it as vertical, you’ll have to turn Vertical Mode ON and use the background manual params to rotate/mirror accordingly. I think this cover all possibilities. Unfortunately some controls may get inverted in this process, like X <-> Y, aspectx <-> aspecty, but I think it’s no big deal.
Ok. Maybe I´m misunderstanding it, but what happens if I use Windows Desktop also in vertical mode (9:16)? Also, the background (overlays) I use are already in vertical (9:16).
How background rotation will work? It will actually rotate the background, or is just a way to tell the shader that the background is vertical. (“vertical” in the meaning than the length is less than the height).
You’ll see when it’s released. It’ll try to ‘guess’ when to rotate background. Only if it fails, you can adjust manually.
I’ll look into that.