Uborder shaders

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?

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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?

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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.

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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).

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You’ll see when it’s released. It’ll try to ‘guess’ when to rotate background. Only if it fails, you can adjust manually.

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I’ll look into that.

Hello! I just started using this shader and I think it’s awesome. I loved koko’s bezel too, but it takes ~15 seconds to load on my hardware (and I tend to switch games often), so thank you for making this!

On a side note, I was wondering if something like the “Ambilight-immersive” preset is planned for the future. It’s one where the border gets lit up or darkened with the colors from the content. Is it doable, considering custom borders are supported? Maybe it would be more feasible to have it only on the default border, like (I think) koko does?

In any case, thanks again for your work. It’s now my go-to shader. :smiley:

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Hi, thanks for the feedback. Koko-aio and Megabezel are my inspirations in making this. The main point of uborder is being lightweight, otherwise why bother if we already have these two great options?

Ambilight-immersive isn’t supported for now. It’s high intensive as it needs multiple passes to work and access previous frames in time. For now I’m busy fixing some bugs and ironing aspect ratio and scaling options. It isn’t discarded, though, maybe in the future I’ll evaluate if it can be integrated. First I need to deliver ‘bread and butter’…

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Good point! As I said, this shader is already awesome - I was just curious about that feature.

By the way, I’m having a blast:

It looks super authentic with the “Lights off” option.

Again, thanks for your work. :slight_smile:

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Oh yeah. Using the new framework:

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Oh wow! Is that for the new version? I’m curious how you do it, is it a custom border? (i’m not too savvy with shaders.)

The lights off just look right. Like they center the focus on the content.

Also, your shader really fits GBA games for some reason.

gba-lcd-grid-v2:

uborder:

I tried other CRT shaders for GBA but they usually don’t fit the style as well as the handheld-border, but this one looks great.

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It’s optimized for non-integer scalings, which fit well with many sizes.

The Silent Hill is already available in old versions. I was porting to the new framework. Now I can replace them with new one.

Actually, this one is crt-nobody tweaked, not uborder. Uborder is the name of the whole group of shaders that composes a crt shader (or any other content shader) with backgroung and reflections. Uborder can work with other crt shaders (guest’s for example) and even with the ones for handheld dot.slang and lcd-grid-v2.

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Yeah, but crt-nobody doesn’t have the bezels does it? This shader (or shader group) gives it the whole “TV at night” feel. Also it makes it easier to shrink the image, which might be the reason why it looks so good with GBA.

Just tried the v0.0.5 pack. Spooky TV looks terrific! :wink:

I wonder why you don’t choose it as a default preset, it’s really good!

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It’s a thematic overlay. It matches well with Silent Hill athmosphere or other horror games. But it isn’t generic enough for other game styles.

I see… Is there a way to download those packs through RetroArch itself? (I’m guessing it’s not available there due to file size?)

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Nope. It’s available in my uborder repo.. And it’s indeed because of file size.

Is there a place for people to contribute custom borders and such?

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You can create your own github account and make/distribute your borders for it (it’s free anyway). I just can’t keep it on my repo, because I would have to give support for users and only uborder already is too much work to mantain.

I usually keep only presets for packs of other authors. I made some compatible with uborder, but I don’t distribute the images.

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