Try now --> Uborder-v0.0.7c
Screens from Mr Retrolust overlays with scratch screens:
May I ask, how did you manage to get the whole thing so performant?
It’s a very minimalist bezel shader. It provides only the necessary options to get things up and running. It isn’t a full-featured shader like megabezel or koko-aio. I think that’s why it can run and load fast.
Actually, I didn’t expect it to be able to make bezels in a good speed at first, so that the first versions were all bezeless. Only late I tried to make bezels inside the shader and it worked well, surprisingly. Obviously, I took many shorcuts to optimize the code.
Shortcuts or not, the end result speaks for itself.
Just quickly test it, and it works!
I set: fr_i_scaling_fac = "0.000000"
Also res change are handled with no prob!
Yeah, that understandable. I´ve configured a lot of vertical overlays from the this thread. @ArsInvictus stores most of them in his public repository. It is time consuming, but I think I could do it again because Uborder is much more simple to setup than HSM-MB.
Most of the job have been done with standard CRT scanning games, and I congratulate you for that. I just think adding some “odd balls” like two screen games, vector games, and those with transparent background (Invaders, Battle Zone), would make it even better.
I’ll eventually consider those systems in the future. It’s just that, in this moment, I need to do more urgent tasks for this shader.
I deleted all files from uborder and uborder_packs and installed 0.0.7b.
Using uborder-bezel-reflections.slangp
as default I get a small screen in GLCore.
I had to manually zoom it. Not big deal.
I also tried with the iGPU of my i5 Haswell instead of my old Radeon 5870 and I had to switch to D3D11 to get it working. D3D11 does not allow screenshots but the AR was wrong (horizontally stretched), besides the small screen.
Is any other than Vulkan and GLCore supported?
You’re playing a Vertical game with a Horizontal background. I didn’t configure the Vertical games for that default jpg. Try a horizontal game with that preset and see if it’s ok.
For Vertical games I recommend using proper backgrounds (and you still need to adjust to the windows). But, if indeed want to use Vertical games stretched on these backgorunds, I can adjust the default params for vertical games.
It happens on vulkan too. I didn’t expect someone would run vertical games with the default png (LOL).
About other drivers, I think Retroarch only support auto-rotation of vertical games on vulkan, glcore and gl (through glsl shader, not slang). So, for slang I recommend vulkan and glcore. For glsl, use gl. Glsl has an old version of uborder.
d3d12 doesn’t work properly on my PC, the Retroarch menu gets totally borked when using this driver, so I can’t even load a game with it.
d3d11 works ok with Retroarch’s menu (ozone). But it doesn’t auto-rotate, so Vertical Games run stretched horizontally.
Thanks for the info @Hyllian.
I’m finally able to proper configure arcade games using wildcards for verticals and horizontals using your example in the packs. I tried with this “1941” overlay having plastic bezels. I also tried with bezel transparency on and off and it looks perfect with both. Nice work!!!
That looks very nice! Other thing you should try is border transparency. If the background has scratches, you can see that by increasing the border alpha.
That looks nice too!! I’m not too much into the “realistic” look from a “horizontal” POV. I prefer to replicate the entire cab using a big TV in portrait mode.
I made some presets to give you a headstart in configuring these vertical overlays. Get this pack of presets: Vertical Arcade - uborder pack.
It assumes the overlays are installed inside MegaBezel folder.
Just unzip inside ‘uborder_packs’ folder and turn Vertical Mode ON in Quick Menu->Core Options. Load a game, and then load the preset Multigame.slangp. You may need to adjust the bezels in some cases.
Wow! That’s impressive!!! Did you do it one by one?
I assume you have your windows desktop in 16:9, I mean, not rotated, that’s why you use border_allow_rot = "1.000000"
and Vertical Mode has to be ON.
I can’t speak for everybody, but most likely people who use vertical overlays, use the monitor rotated in 9:16 portrait mode.
I tried with Vertical Mode OFF and border_allow_rot = "0
but doesn’t seems to work out of the box.
PS: I guess it’s because the way you precalculate the CRT screen size. In portrait mode the AR of the monitor is inverted (1080x1920 instead of 1920x1080), that’s why a 4:3 game starts with a 3:4 AR.
Anyhow, It’s a big headstart!!! How did you do it?
Hmm, I didn’t know that. I’ll have to change those presets to consider this info. Do you rotate your screen through OS or using Retroarch Screen options?
Using python scripts to ‘guess’ where in the overlay the frame should align. Not a perfect process, but it works for the most files. Now I have to change the algorithm to consider an inverted aspect ratio.
Trough OS, so I don’t have to physically rotate mi monitor everytime I use RA. I use my PC that way Just imagine a custom Cabinet with a big TV (43") in portrait mode.
Not perfect, but a good point of reference!!! Yeah, I guess you need to introduce the 9:16 aspect ratio.
Ok, I made the changes (suggested by @K-rnivoro ) and remade the presets. Now you don’t need to turn Vertical Mode to ON. You just need to change your OS to portrait.
I like that simple grille border you are using.
Oh, cool… I actually already have his set (might need to get the potato stuff if the images are different)… so thanks Hari, and Duimon. I’m using a TV grille image for my MegaBezel set, but this one looks a little more hi-ressy than the one I have.