Uborder shaders

What would you expect it to do? You’re feeding a picture bigger than your display.

If you crop your picture sides until the final size is 1920x1080, it’ll fit correct.

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Yes, cropping the image fixes it. I use a 21:9 background image since I have several monitor setups and the idea is to have a universal configuration, regardless of whether it is 21:9 or 16:9 I would like it to always maintain the aspect ratio, regardless of image or window size

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Koko Shaders examples

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Ok, I understand now what want. I’ll look if I can change the way the borders are displayed to preserve the aspect.

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I share with you the background I use

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Try this Uborder-bezel-reflections-beta3

And tell me if it works.

Besides not changing background aspect ratio, now it allows to turn off shine and ambient. Intensity and size were implemented too.

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In full screen the background image looks better but the aspect ratio is not maintained when resizing the window.

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Can you elaborate what’s wrong? I can’t see any difference in backgrounds between koko’s windowed example and your last pic.

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I think he is referring to the bezel itself not scaling up?

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That’s a completely different subject. He was talking about the background.

Bezel and content frame are anchored on output resolution, not on background’s. To resize according to background would need a profound change in the shader.

I’m not sure if it’s worth doing this when you can just crop your background and fix it. Just use a new preset for other aspect ratios, it’s easy.

In any case, I’ll make some evaluation if it’s worth doing this change.

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I agree with you, also, playing in a scaled down window makes the whole thing about background and bezels less relevant in my opinion but maybe there is something that I cannot see.

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You’re right, there are 2 things I wanted to mention, one is to adapt the background without changing its appearance and the other is the bezel.

I’m currently using Koko shaders and trying out Uborder which I think is great as it makes games load much faster, but I noticed that it doesn’t fit the 2 setups I have 21:9 and 16:9

Just keep up the great work.

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After looking at it, I decided it isn’t worth changing the way these shaders work besides fullscreen. For it to adapt to background size it needs to access texture size, which is a slow process (needs to get called in fragment). The main point of uborder is to be fast while providing some features of the big dogs. I’ll put it in TODO list for future if I find a better way to handle it.

The best you can do to adapt is creating a background for each of your display sizes and make a distinct preset for each one.

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Or maybe get clever and have some special backgrounds with duplicated elements which are hidden behind the screen at certain aspect ratios but reveal themselves at others.

I dunno if anything like this is possible, just thinking out loud.

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New release: Uborder v0.0.5

  • Added new flavor to Uborder: uborder-bezel-reflections.
  • It builds its own bezel for reflections;
  • It’s just one fast shader, easier to configure.
  • Added retropie-overlays-arcade-artwork presets that automatically and seamlessly load overlays (horizontal or vertical) based on arcade game names.

OBS: Old flavors still are there. In some use cases it’s better not using bezels or even reflections.

Random pictures from my tests:

mvsc-250110-194007 04-Sonic-The-Hedgehog-USA-Europe-250110-190148 mvsc-250110-081432 03-Super-Metroid-Japan-USA-En-Ja-250109-195840 mvsc-250109-185246

Some pictures from the arcade games using the auto preset:

dkong-250111-195434 centiped-250111-195206 centiped-250111-195141 ddsom-250111-195057 ddsom-250111-195040 ddsom-250111-194746 pacman-250111-194733

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I just ported and added to my glsl fork the standalone version of uborder: uborder-bezel-reflections in glsl

I’d like feedback on how it run on old devices. It was tested only on my laptop and it worked.

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Would it work for N. Switch?

If it run glsl, then it might work. Can you test and tell me?

On Switch you can use glsl but when selecting the presets, RetroArch crashes

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Maybe it doesn’t support reference inside preset. Does it crash if you load the direct preset inside base_presets folder?