Duimon koko-aio Presets

This has always been an issue with cores that give a choice between hardware and software rendering.

There is no wildcard to detect software rendering, so if you use it, and glcore, the auto flip wildcard settings will detect glcore and flip the textures. This is a feature limitation, not a bug. :grin:

I could create a preset that doesn’t reference the wildcard stuff, and name it “software_glcore” or something, but I think it would be easier to just have the user flip it and save the preset.

I am pretty sure I posted about this while I was creating the book preset.

Thanks for chiming in with the issue.

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Not sure if the problem is on my side, but the book preset works flipped upside-down if used with your recommended core option [RotatedRight]:

I was able to solve this by using RotatedLeft + BG_IMAGE_ROTATION = "-1.000000"

Also I would like to request a HybridBottom preset please, there’s no way to get bottom screen focused games to look right with the HybridTop preset alone:

I tried many modes and options, the small screen area cutout needs to be on top for this mode to look right.

Like this for example:

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This is related to the glcore flipping.

When you switch to software mode it uses the driver that is currently selected. So, if you start with Vulkan everything works as expected. If you start with glcore things get wonky.

As I said before, there is no elegant way to take care of this with wildcards.

I’m glad you found the right settings. :grin:

I see no reason to not do one. I’ll put it on the future update list.

No ETA, my koko-aio update was all that was standing in the way of doing a few new graphics, so I will be concentrating on that in the near future.

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I’m actually using D11 with this one, I also turned off “Allow cores to switch the video driver”. The D11 has no flipping issue as far as I know, it works just like Vulkan.

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I checked, and you are correct. Something must have changed since I created the preset. I’ll fix it in a future update.

That being said…

It seems you are actually trying to break my presets by using unusual settings.

I cannot and won’t try to accommodate these scenarios. In the future, please try it on Vulkan before you report an issue.

Thanks for the report. :grin:

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I’m not trying to break your presets intentionally, I got koko-aio set-up on an older laptop with no Vulkan support. Only glcore and D11 (both with their own shortcomings). The other option “Allow cores to switch the video driver” was off just in case the cores were kicking me back from D11 to glcore (a good safety measure for your presets).

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Fair enough.:grin:

Thanks again. Feedback has always been essential to my projects.

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The Apple II preset has wrong global zoom & bezel alignment parameters:

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I’ll take a look… thanks.

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I don’t think I’ve ever come here to thank Koko and Duimon, but as I said, I’m eternally grateful for these shaders, they’ve been very useful to me. :grinning: :+1:

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Hi @Duimon, first of all I want to thank you and @kokoko3k for your invaluable work. I mainly use the following Koko presets for PC and console emulation scenarios:

Is it possible to add them in the preferences available within these customization parameters, or at least could I do it manually without causing “damage” to the final result? Thanks a lot.

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From the comments in my presets.

// "01" references the file at "Duimon-koko-aio/zzz_global_params/Local_Shader/01.slangp".
// This file can be edited with the path to a base preset that may not be listed here.
// In addition, you can create your own file (Using the "01.slangp" as a templete.)
// and name it with any number above 21.

Copy the “01.slangp” to a 22.slangp file in the same folder and add a path to your chosen base using the existing lines as a guide.

Then follow the instructions above the lines I posted, using “22” as your reference.

This will override things locally.

Alternatively…

…to globally change the reference… edit the file at…

\Duimon-koko-aio\zzz_global_params\Base_Shader\CRT.slangp

It is possible that I will edit this “CRT” file in the future to add more preset choices, so be sure to back up your copy for future reference.


This assumes you are referring to alternative kokoko-aio base presets.

If not, you need a simple preset without a top reference line.

Then edit the aforementioned “CRT.slangp” file and add a reference to your simple preset. (Placing the simple preset in the same folder is the easiest method.) (You also need to comment/uncomment the appropriate base preset to match the one used in your simple preset.)

Alternatively…

Keep your top reference line, comment out my uncommented line, and add your reference to the top of the file. (Make that your path is either absolute or a correctly formatted relative path.)

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All clear, thank you very much for your help!

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Did you ever share the edits that you did to create the HybridTop and HybridBottom? When using the koko-aio with the melon-ds-ds core my screen looks like this instead:

There’s a setting in core options to adjust the size of the smaller screen to properly fit this overlay.

That will work as intended for Hybrid Top games. But for Hybrid Bottom, the correct screen will be covered and hidden by the overlay, if I can remember correctly, I haven’t touched any of these in a long time, maybe things have changed with updates.

If not, there’s a long standing need for a dedicated Hybrid Bottom preset, or a core option to switch the small screens position.

The white overlay you see in my old post was unfortunately lost.

Since the koko-aio presets have the parameters for the adaptive-strobe-koko bfi, does that mean it’s fully built into the preset? Using the bfi alone or layering it with the preset yields different effects.

Hi there!

koko-aio integrates the adaptive-strobe-koko code so you don’t need to layer it (/append pr prepend) as a whole new shader pass; this provides a more efficient way of having that bfi-like experience, so it is lighter on the gpu.

Now, since Duimon’s koko-aio Presets references the main koko-aio ones, you don’t need to deal with adaptive-strobe-koko standalone one at all.

However, from what you wrote: “koko-aio presets have the parameters for the adaptive-strobe-koko bfi”, it seems to me you are not using the latest koko-aio.

To have adaptive-strobe working with Duimon’s koko-aio Presets:

  1. Update your slang shaders via Retroarch’s online update
  2. Enable the adaptive strobe plugin in koko-aio by copying “/shaders_slang/bezel/koko-aio/config/plugins/disabled/adaptive_strobe.txt” to “/shaders_slang/bezel/koko-aio/config/plugins/disabled/adaptive_strobe.txt” (create the “enabled” folder if missing).
  3. (Re)Load a preset.
  4. Tweak adaptive strobe to your likings, and save the preset for future use.

Hope it is clear, feel free to ask more if it isn’t :wink:

Thanks for the response. I’m using Retrodeck so the online updater for Retroarch isn’t there. The config folder for koko-aio doesn’t have a plugins folder at all. But it does have a few .txt files. I checked ‘config-user-optional-template.txt’ and the adaptive strobe section says ‘// #define DO_ADAPTIVE_STROBE’.

I made a copy called ‘config-user-optional’ and removed the ‘//’ in as the file suggested and now the BFI works! The screen flashes rapidly when entering the Retroarch menu but in-game it works normally. The standalone shader did that too. I’m also noticing a radial wavelike interference with the crt mask when bfi strength is above 0.50.

Yeah, for older versions it was supposed to work that way; newer ones do not pollute the parameter list with disabled/inactive features anymore (that’s what the koko-aio plugin system is for).

Care to discuss that in the appropriate thread, maybe with more details/screenshots?