Uborder shaders

Shit. I spent over an hour trying to upload the code to Github :)!

Anyways, can you screenshot your shader when running the Grid image from some roms? I really don’t know which test rom it is from but I do remember it being from one of the Gameboy roms.

image

Ok, here’s the grid from 240p test suit for snes:

You can see how the reflections are a little asymmetrical.

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Yeah, I think this part right here is showing that the reflection is curving outwards because of the mirroring:

image

Actually, using the SDF function for flipping the texture uv solved this by using an unwrapped texture as the input texture. So I don’t think it will play nice with the current output texture from crt-nobody. However, the SDF approach introduces a slight crop to the reflection texture if you notice it carefully :man_shrugging: .

Let me know if you manage to fix this tho, as this is what I’m really interested in.

Thanks for the beautiful shots btw.

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I’ll try using the mipmapped texture anyway, only changing the math to find the correct uv. So, I’ll have to change my rectangles into roundRectangles. It’ll take some time…

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Other than trick by the shaders to limit framerates, there’s another one that may help.

  • Settings -> Frame Throttle -> Fast-Forward Frameskip: ON
  • Settings -> Video -> Output -> Threaded Video: ON
  • Settings -> Video -> Synchronization -> Vertical Sync: ON
  • Settings -> Video -> Synchronization -> Vsync swap Interval: 2

This halves the fps, the battery drain and the heat caused by the shader and the core, while keeping the intended game speed.

I know halving frame rates may sound non optimal, but on little screens it is not that obvious.

Also, if you can, set your resolution to 1080p or less.

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Thanks! By the way, the tip to use FPS_HALVER mentioned by Hyllian, if I understand correctly, only works with the Koko-aio shader, right?

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Yes, it’s a feature specific to that shader.

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Hi! I love how fast Uborder is!! I just have one question: Does Uborder generate the bezel? Or just it’s reflection over a “real” bezel of the overlay?

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Nope, it’s use bezel from the BORDER image that defined in uborder.slangp. This is why it’s really fast.

The reflection is generated by uborder though, we can set the reflection area manually in shader parameters.

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Nice! As already answered, it doesn’t create the bezel. The reflection is added over the border (background). so, the border must include an inner and well behaved bezel inside it for the reflections work as expected. If it doesn’t, I recommend use just the uborder preset without the reflections.

Besides, if you search carefully, you’ll find many free available overlays that already have bezels.

Other than that, you can just load a bezeless background on Mega Bezel using some of its presets that create the bezel and save a screenshot with that bezel already adjusted to your background and use with uborder.

I don’t know the speed hit of creating its own bezel via shader. It should go to TODO list…

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Yes! And I think I´ve found the best source for that: @Duimon have create these bezels for Potato Mega Bezel, so they are perfect for Uborder.

I actually suggest you to add it to the first post, as an alternative to Orionsangel´s pack.

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Thanks for the link, I didn’t know it. There are so many overlays out there. This one from @Duimon looks very complete, so many systems…

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Yes, very complete indeed. I hope someone do the same for vertical (9:16) TVs. My goal is build a vertical set using your shader and the overlays from here.

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I did say the CRT shaders looks pretty good on handheld games, however after playing it for an hour I think I still prefer the sharp look of LCD screen. So, I decided to port dot shader so it can be used with Uborder. Fortunately it’s not as hard as I expect, although it still took me several hours to did it. Anyway, here is the result:

Obviously it doesn’t have any curvature, but now I have bezel and reflection, which is nice :sunglasses:.

As comparison, here is how it looks like on CRT shader:

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Nice. If you don’t mind, I’d like to insert it in the next content-shaders pack release. I can even test if curvature would work with these shaders (as an option, of course!).

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Sure, I’ve put it here in Pastebin. It’s my first time modifying shader so please go easy on it :sweat_smile:

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Update 24-12-01:

  • Update content_shaders_pack to include: crt-gdv-mini, dot (thanks to @acrophobic) and lcd-grid-v2 for handhelds;
  • I made a change in organization. Now the presets folder is no more inside uborder folder. The borders_pack must be installed in ‘shaders/uborder_packs’ Retroarch root directory;
  • Update borders_pack to include Duimon-Mega-Bezel-Potato compatible presets.

So, now the presets folder is no more inside uborder. The borders_pack must be installed inside ‘shaders/uborder_packs’ Retroarch root directory.

Some screenshots:

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Some experiments with stained screens:

kof98-241204-194230 kof98-241204-193958 kof98-241204-193947 kof98-241204-193921

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Your new shader is very cool, and much needed.

I like these TV borders in your screenshots, is there a pack for them or something?

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Thanks. I have some random TVs I’ve been collecting on the net for tests. I didn’t released as a pack because they have brands and I don’t know if I should be promoting it.

But, if you’re interested in these findings, I just uploaded here. Get it while available.

I like this in particular, because it gives the atmosphere to some games:

Silent-Hill-USA-241204-221305 Silent-Hill-USA-241204-221246 Silent-Hill-USA-241204-221113 Silent-Hill-USA-241204-221052 Silent-Hill-USA-241204-221040 Silent-Hill-USA-241204-221020 Silent-Hill-USA-241204-220947

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