![Mega_Bezel_Logo|512x256, 75%](upload://6PNkvcMF9Go9Wnk6OJXfYR1opXI.png) Mega Bezel is updated to V1.9.0_2023-01-22 Changes: * Added some more Sinden presets for SCREEN-ONLY and POTATO * Added Screen Region to Resolution Debug text * Good for getting the screen region pixel coordinates if you need them * Adjusted Ambient Lighting Scaling when using the Inherit Zoom scale mode * Now when you zoom out it is much less likely to generate a black frame covering the outer parts of the background image * The minimum size of the lighting texture will be close to the height of the current viewport * This reduces the likelihood that we will see the cutoff * ScaleFx: Exposed more of the settings so they can be tweaked * Default Settings changed: * ScaleFx Threshold: now 0.43 (was 0.5) * ScaleFx Filter Corners: now 0 (was 1) * These settings result in a slighly clearer picture and less rounding of square corners * SMOOTH-ADV ntsc presets: ntsc_scale adjusted so it visually matches the regular ADV ntsc presets ---------------------------------------------------- --- TODO --------------------------------------- ---------------------------------------------------- * Add back Raster Bloom * Do new release * Add Z-Fast to libretro repo * Check difference between old and new NTSC * Check out duplicate params in NTSC * Check out independent bezel scale and reflection, reflection is not following the bezel * Check brighter reflection in new NTSC * Update Dual Screen to use params files * Swap out // for # in base presets * Add ability to have layers appear on top of the bezel but below the reflection * One way to do this would be to have a CRT/Reflection layer offset which forces layers below to be composited on top of the bezel * Fix CRT Blend Amount * Adjustable softness of bezel outer edge for reflection * Adjustable Bezel Curvature per side? * Revisit Tate Mode / Vertical Scanline and Rotate CRT artifacts * Fast Sharpen & Sharp Smoother currently work on x axis, should be relative to scanline direction * Get GTU to respect scanline direction * NTSC is causing blurriness when using FB Neo and Rotate CRT - Test Game Batrider * We need to know what orientation the game is in the first place to do this * When in interlacing mode for vertical opposite mult should do something * Use brightness values of sides to control static corner highlight * Fix Megatron Reflection * Create 4K Royale Preset * Add .params #reference to with all parameters commented out * We should have a middle pass which has the device behind the CRT tube ---------------------------------------------------- --- Examples -------------------------------------- ---------------------------------------------------- Recent Performance 2022-09-18 Spec RTX-2060, at 4K: 240p image ADV 175 XBR-ADV 170 POTATO 422 POTATO-XBR 390 2K image ADV 105 XBR-ADV 66 4K image ADV 48 XBR-ADV Crashed ---------------------------------------------------- --- Post V1 --------------------------------------- ---------------------------------------------------- * Auto Rotate * 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 * Do some OrionsAngel Arcade Presets * Add Rewind Effect? * Rotate Dual Screen * LCD behavior when reaching resolution limit? * Shadow from Cutout? * Large Slotmask Bitmap Mask * Hyllian Sync Version? * Black frames in Mupen64Plus-Next using parallel RDP, seen in Perfect Dark * Original scaling mode to deal with black final viewport in Parallel RDP in both mupen and Parallel cores. Scene Dynamic Lighting * Reflection from screen on additional elements * Side Panels, Speaker Panel, Table * Masking of main and additional reflection * Colored Mask to define areas * Up rgb(128, 255, 128) * Down rgb(128, 0, 128) * Left rgb(0, 128, 128) * Right rgb(255, 128, 128) * Center rgb(128, 128, 255) * Bounce lighting from screen to room back to the scene * Masking behind devices * Sprite sheet for arcade Lighting loop * Sprite sheets for left and right machine attract mode loops * Split Normal vs Additive in layers * More Reflection from closer to middle of screen on bezel * Additional Screens driven by Sprite Sheets * Night Lighting - Modulate Range on top of Hue & Value ---------------------------------------------------- --- 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 or make new one * 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 * When reflection is off still see inner bezel edge reflection * Put Torridgristle LUT back in for blue skys? 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 ----------------------------- ---------------------------------------------------- * Add Core Provided Aspect as Uniform * Add Rotation as Uniforms * 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 * 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 * 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 * Check for alias used multiple times appears as semantic error now * global.x is semantic error if x not in global * GIF support Questions for Survey What kind of intro would you like as default in the Mega Bezel? Snow Only Snow + CH 04 Snow + Mega Bezel Logo * 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