The screenshots don’t show how I actually see it.
I’ll just say that I love Uborder.
Wow, what a great depth!
Thanks for your great work Koko Ambilight.
Yeah, been down that road before. Try to take some high quality pics.
I’m starting to work on uborder again. I made some source updates today. Firstly, I’m updating the default curvature radius from 4.0 to 6.0, as I noticed that real curved CRTs weren’t as exaggerated as I thought in how curved the games were presented.
Secondly, I updated the crt-nobody and crt-hyllian-sinc base presets and shaders with their new mask advances, which increase contrast to an incredible level. Some screens below (I had to reduce the shine and ambient light so as not to cut off some white areas):
Just for comparison, these DKC screenshots were taken using the old crt-nobody (with shine and ambient off and on. Notice the new crt-nobody screenshot above was taken with shine and ambient light off!):
Interesting you asked it today. I just updated uborder.
New release: Uborder-v0.3.5
- New masks for crt-nobody and crt-hyllian-sinc. More contrast;
- Phosphor-persistence presets and shaders. Good for vector games;
- Add preset_tools to help making new base_presets by users;
- Now it’s possible to match bezel corner aspect;
- Add param to modify curvature of inner bezel compared to content curvature;
- Fix content corner aspect ratio;
- Better transition between content and inner bezel;
- Update crt-guest-advanced and variants to latest.
that is why i asked for the update sonkuns uborder preset
It seems some uborder packs need adjustments to accommodate the new update:
Notice the white corners.Or could this be a rendering issue on my Intel UHD 620? I’m using the vulkan driver, and it seems that uborder is unplayable on my integrated graphics card with glcore (I get like 7fps).
But vulkan works well. Don’t ask why I occasionally give feedback from a different setup lol, it’s a mess.
Yeah, I found that bug and fixed two hours ago. Redownload the release, please and test.
BTW: one new feature I recommend using is the Bezel Inner Curvature Modifier. Its default value is 0.0, for compatibility with old packs. But, if modified, it changes the inner bezel curvature radius compared to the content curvature. So, usually we use curvature radius 4.0, which now I think is too much for the games. What I recommend is changing that radius to 6.0 and dialing Bezel Inner Curvature Modifier to -2.0 (6.0-2.0 = 4.0) so that externally it’s the same, but the game isn’t as curved/distorted as the inner bezel.
I took the same screen, now using curvature=6.0 and “Bezel Inner Curvature Modifier” = -2.0. See how the game isn’t as curved as its inner bezel border. Compare with the image above.
I’ve seen that real curved CRT TVs work like that. The bezel is more curved than the content inside it.
Yes that looks much better, why not batch adjust the bundled packs like this?
When I have some time, maybe. Not all presets use the same radius, so it’s a case-by-case adjustment. It may take some time.
I just updated the release again with uborder_packs updated with curvature radius 6.0 and bezel inner radius -2.0. And added a new param to turn ON/OFF inner bezel curvature.
I guess after I release my next preset pack the uborder side will also be updated. Don’t really have a set date cause I’m constantly in and out of the scene these days haven’t been in the lab consistently like I use to be. Everything will come together eventually though.
I think the bezel would look more neat if these areas are uniform with the rest of it:
I’m pointing towards the inner “black border” or shadow.
Thanks for pointing that, I noticed that too. But I still don’t know how to fix that. I’ll put in my list to investigate.
EDIT: One thing you should take note on that picture is that it’s using transparent bezels. It means the bezel curvature is just how the border was made. Uborder can’t bend the bezel inside the border, so its curvature is static. OTOH, if you turn off transparent bezels, that gap almost disappear.