![Mega_Bezel_Logo|512x256, 75%](upload://6PNkvcMF9Go9Wnk6OJXfYR1opXI.png) Mega Bezel is updated to V 1.0.001 2022-06-24 Rev 1 Changes: * Mega Bezel V1 ---------------------------------------------------- --- V1 TODO --------------------------------------- ---------------------------------------------------- * Megatron HDR Combination at end of chain * Fix Tube Diffuse Shadow in 3D Curvature * Add .params #reference to with all parameters commented out * Bezel shadow on Potato Tube / Game Image * Check out Colorize Behavior on DMG-01 (Colored Gameboy) ---------------------------------------------------- --- Examples -------------------------------------- ---------------------------------------------------- * Punch Out - Dual Screen * Vector Preset ---------------------------------------------------- --- Post V1 --------------------------------------- ---------------------------------------------------- * Auto Rotate * Investigate Higher Ambient Light Multiplier on BG * Original scaling mode to deal with black final viewport in Parallel RDP in both mupen and Parallel cores. * Compensate for Negative Crop, * User crop values should be relative to original core image, not core image + negative crop area * Missing inner Edge static shading? * Guess White/Black Matting? * Auto Shadow for image Layers above screen * Mega Back Light a la philips Hue/Ambient * Night light single glow - Place Glows * Fix Corner Shading * Double Bezel * Swap option for Blurry vs Sharp Tube Reflection * Add NTSC Adaptive Preset? * Add Variations CRT Royale Glass & Advanced * Do some more OrionsAngel Presets with new Mega_Bezel * Add option for core res fake scanlines * Add Rewind Effect? * Black Edges should be driven by bezel not screen? (Right now bezel overlaps the screen with no black line) * When in interlacing mode for vertical opposite mult should do something * Fix bright area of screen showing outside the black line when bezel is hidden Update Docs & add some notes about GDV & Grade * Rotate Dual Screen * Adjust Black adjustment so it affects not just black, Falloff? Tweak Afterglow? * Modulate Range on top of Hue & Value? * Logo Position offset? * LCD behavior when reaching resolution limit * Local vs FullScreen Blur on Corner reflection? * Shadow from Cutout? * Large Slotmask Bitmap Mask * Do Hylian Sync Version ---------------------------------------------------- --- Independent Shader Stuff for Main Repo -------- ---------------------------------------------------- * Add Test_Max_Resources to Repo * Make Resolution text shader it's own pass for Repo * Show Original Res, Previous Pass Res, Next Pass Res, Viewport * Move Resolution Debug to be top justified * Gameboy * Fix DMG Shader * Fix Low Contrast Issue * Multiple palettes including Custom for Gameboy * Add Gameboy Palettes https://www.deviantart.com/thewolfbunny/gallery/69987002/game-boy-palettes * Independent Bezel Scaling not the same as non-int scale * Why? Maybe only in Portrait Res? * Outer reflection corner radius should be independent when in independent mode * See why very inner edge seems not affected by reflection mask * Startup Animation - Sprite Sheet * Frame Shading * Shading on frame interior edge? * Frame Inner edge static lighter line * Frame Interior Edge thickness * Fix shading with rounded outer corner * Frame shadow should follow corner radius * Integer Scale Guides? * Reflection fade option to have reflection come to 100% at inner frame boundary so you can have a glass like effect outside the bezel * Per Layer Scaling of Cutout? * Noise Sampling on Tube Highlight * When reflection is off still see inner bezel edge reflection * Guess Resolution for Core Sampling Multiplier?, Set target vertical downsampled resolution, try to get multiple. * Reflection on Control Panel and Speaker Panel * Put Torridgristle LUT back in for blue skys? * Scanlines * Get GTU to respect scanline direction * Color Management/Correction * Brightness balance the presets so they are consistent, some are currently brighter than others * Add some standard deconvergence which can be used with the rolling scanlines * Reflection on areas outside the frame, e.g. Arcade Speaker Panel and Control Panel * Optimize presets using non-float frame buffers * Independent frame scaling? Documentation Troubleshooting New install of retroarch Turn all overlays off I have rings, wavy distortions (Moire) Moire The Waves you are seeing are called a Moire effect, it’s the same effect you see through a screen door sometimes. It is caused by using a crt shader with scanlines and tube curvature and made worse when the resolution is limited. It is a thorny problem , and sometimes hard to get rid of at 1080, it is much less of a problem at 4k. Things which can help/fix the problem Reducing strength of scanlines, Reducing or curvature or setting it to 0 will definitely fix it. If you keep using curvature using Integer scale in the shader parameters can sometimes help. If making own presets reference from crt-Base presets Old Megabezel https://github.com/HyperspaceMadness/shaders_slang/tree/adf6dc3c0f09db11ebf4fbcf85098ac8232acfcc ---------------------------------------------------- --- Retroarch Features ----------------------------- ---------------------------------------------------- * Append (Prepend) Shader Preset - to add a shader preset to the beginning of the chain * Fix edit shader in UI - Changes are currently lost or need to apply twice * Fix loss of current parameter values when retroarch goes from full screen to window * Fix saving with same name with different capitalization creates self reference * Shaders folder as a path token, e.g. "[shaders]/shaders_slang/" [shaders_dir]? * Hide Parameters * Add Core Provided Aspect as Uniform * Stop Reloading Shader multiple times on Save (Keep optional param) * Choose Textures in UI * Shader Textures in Sub Menu - Add ability to set texture overrides in retroarch UI * Shader Passes in Sub Menu * Dropdowns for indexed parameters? * Multiple references in one file for adding passes and parameter overrides * Edit Multiple References in UI vs Shader Passes, Discreetly change between Simple and Full * Onscreen Display of current shader preset * Reload Last Preset * Next/Previous Shader does not work well if shader was loaded as Game preset * Sometimes uses different directories, probably related to shader_path in live shader rather than originally loaded preset * Pass Scaling Types * Original scaling Type * MaxAbsolute scaling type? * If res is lower don't scale if larger scale to this res, good for PSX Upscaling * Would avoid people crashing with internal resolution multiple * Add "Timer" uniform variable vec4(total-count, count-since-shader-load, oscillator[1,0,1,0,1,...], [unknown/undefined]) * Unknown could be frames since direction change, good for rewind effect * Replace Text, for shader type, game & core, content directory * core_name * game_name * [shadertype], [gamename], [corename], [contentdirectory] * Check textures and use default if not found * Check for alias used multiple times appears as semantic error now * global.x is semantic error if x not in global * GIF support * Fix Size, only works for textures in DX11, 12, not Vulkan Super Glow HighFX Version?, manage brightness Questions for Survey * Old Perf Numbers before Caching * Performance of Base presets at 3840x2160 on Nvidia RTX2060: * ADVANCED - 78 FPS - No comparable old preset * GLASS - 150 FPS - Old Glass Preset 128 FPS * STANDARD - 135 FPS - Old Full Preset 140 FPS * STANDARD-HD-CORE - 105 FPS * BASIC-BORDER-WITH-REFLECTION - 175 FPS - Old Reflect Only Preset 165 FPS * BASIC-BORDER - 295 FPS - Old Screen Scale Preset 370 FPS * Performance on HD-CORE E.G. 1920x1080: * ADVANCED - 60 FPS * ADVANCED-HD-CORE - 70 FPS * STANDARD - 85 FPS * STANDARD-HD-CORE - 100 FPS * BASIC-BORDER-WITH-REFLECTION - 126 FPS * BASIC-BORDER - 180 FPS