Uborder shaders

Thanks for the feedback.

If this is loaded by the presets in the pack I have provided , then the behavior is wrong. If it’s another preset , then, Yes, the default params are set for 4:3 games as they are the majority. At least the game starts rotated as expected, correct? Another control you should use is content width and height. What I do for vertical games is swap Scale %X by %Y (100% <-> 75%) and use content width and height to adjust the game window size. I’ll have to test mame core, all I said is about fbneo core. See if both cores presents the same problem please.

I’m still learning how to deal with aspect ratio. And even Retroarch is advancing in this regard, the last version introduces a new way for the core to pass aspect ratio info to shaders.

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Is this the new one I provided for the bezel release?

Can you describe what happen? If it fail to load a preset, it surely is a path problem, just be sure you’re loading a game that has the same name as the png inside the overlay pack.

For it to work you need to set Vertical Mode to OFF in Quick Menu->Core Options.

Thanks for the feedback, it helps finding problems I didn’t see.

It was working, I even left a comment here with an image. Now the same game does not load the bezel.

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Something must have happened with the RetroArch update. I’m using the night build and now that I reinstalled the Uborder-v0.0.5 version, it doesn’t work either.

I will install today’s version 01/22 nightly/windows/x86_64/

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I’ve tried Final Burn Neo and now I get the screen rotated, but the right AR. I’ve tried with Vertical Mode ON and OFF, in the CORE OPTIONS, same result. I’m not sure what you mean by “pack”, I’m using uborder-bezel-reflections.slangp just editing BORDER in order to use that particular overlay.

BTW, there is a typo in RELFLECTION STRENGTH

Edit: I tried without Uborder and FBNeo seems to load vertical games rotated by itself, so maybe is not Uborder related.

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I’m using today’s nightbuild, the same error persists.

The pack I was using is the one that comes in uborder-v0.0.5+uborder_packs.zip

In short:

  • I’m using nightbuild today
  • FBNeo Core
  • Pack v0.0.5
  • uborder v0.0.6
  • Spooky TVs and Duimon potato works
  • retropie-artwork not working
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I partially fixed: Allow Rotation was OFF in Settings/Core However, the AR is still messed up.

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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

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Uh, Ok. I’ll try that! Thanks!

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I was about to suggest verify if Allow Rotation was OFF, then you figured earlier! :stuck_out_tongue:

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?

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[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.
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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.

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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.

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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!!!

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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.

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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.

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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.

This is a test I did:

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.

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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.

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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.

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