That seems doable. I’ll look into that.
Hi @Hyllian!. Is that possible to integrate some shaders for vector games (B/W and Color)? I’d really wanted to have some Asteroids or Starwars games with Uborder!!
It depends on the shaders. Some are easy to port and others are very complex. Someone else already requested newpixe-crt and it isn’t so simple.
I guess at least for “completeness” or arcade games (and Vectrex console), vector games shaders would be very cool to have.
Also, two screen games, like Punch Out, and Nintendo DS. Sorry if I´m asking too much. I completely understand Uborder is all about low resources hardware.
Which shaders are those for vectrex? Are available in slang libretro repo?
I can´t help you with that. All I tried is HSM MegaBezel that includes shaders for vector games, not sure if Vectrex specific. Maybe is a good place to start.
Ok. It isn’t a system for everyone, so no priority for now. There are many things to develop before developing for these obscure systems.
I’m more interested in volunteers to get the overlay packs from MagicHat and others and configure uborder presets for them. It’s a very time consuming task, though not very complex. Unfortunately I don’t have time to dedicate to them one by one.
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.