Viewing distance can affect visibility of moire, so I would think that screen size and differences in pixel pitch can also have an effect. Also, are there any differences in the subpixel layout of your displays?
Nope, rgb.
No time lately, but I suspect it has to be the green/magenta mask which some panels cannot stand.
General purpose presets moire free on my laptop, please check:
Monitor-New_slotmask_gm
Monitor-Screen_Hmask-Screen_SlotMask
Thanks for doing this testing.
To avoid unnecessary support issues, I am going to change my default base preset to Monitor-Screen_Hmask-Screen_SlotMask.
* * * The repo and release are updated to v0.6.1.0. * * *
Changes:
-
Changed the default base preset to āMonitor-Screen_Hmask-Screen_SlotMaskā.
-
Updated the comments to reflect the change.
-
Added missing end quotes where they were needed.
The link to the current release and installation instructions are in the first post.
Iāve been thinkingā¦
Since various different presets have different output brightness due to the different masks, scanlines strength, bloom/halo power and so on, it would be good to support a new parameter to change the brightness of the bezel and the bg/fg picture, so that their brightness matches the one of the content itself.
That way, a darker content preset would darken the border too, providing a more homogeneous overall picture.
What do you think?
-edit- Just tried, 1fps lost on ~110fps, not worth for me.
I know that at some point HSM added both. There is also the unknown factor of color/brightness of the users monitor, and just personal preference.
If you can do it without affecting performance I say go for it.
Hey @Duimon, @kokoko3k would any of you recommend to use bezelless shader preset on SD OLED to avoid risk having a burn out on oled in places where static bezels render?
I donāt have any experience on that regard, but if you go for a non bezel preset and you run old 4:3 games with the intended aspect ratio, so leaving black bars on the sides all the time, it would be a problem as well.
So your option is to enable the override to project ambient lights over the background image (I donāt know if there are already presets that do that or if you have to enable the override by hand).
That setup should be safe, since part of the ambient light is projected to the monitor frame too and it changes continuously.
But, as I said, it could be all useless in the sense that you have nothing to fear anyway.
Black on oled essentially is just turned off pixels, are you sure leaving black bars makes the problem of burn out persistent?
This option with ambient light sounds like it would work. Do you know how to achieve this?
I know what oled is, but I ignore what the real risk of burning it is.
Wait for Duimon for the details
You can try to enable my local override for ambient lights.
e.g. open your desired preset and delete the two forward slashes on this line.
//#reference "../../res/overrides/ambient_lights.params"
That should take care of any risk from the background graphic.
I think the edge where the inner bezel meets the outer bezel is still at risk though.
Load the edited preset and save a game, core, or content directory preset.
Open the saved preset and add this line of text after the reference line.
DO_BEZEL = "0.000000"
That will eliminate the bezel and leave you with the background protected by ambient lights.
I wonāt guarantee this will eliminate any risk of burn-inā¦ Iāll leave you to make that decision.
Thanks, i will try that out! Have you planned on making ambient lights as a shader parameter in live presets?
Also, how much load it adds, this ambient lights?
The only thing I make is good use of @kokoko3kās excellent shaders.
He makes the shader and the ambient lights are available in every one.
Besides being just plain beautiful, performance is kokoās main goal.
If he includes it, it is guaranteed to be light on resources.
@Duimon Hereās a more accurate mono color overrides for WonderSwan instead of the default Game Boy one (I also included some duplicated params as future proofing):
COLOR_MONO_COLORIZE = "1.000000"
COLOR_MONO_HUE1 = "0.25"
COLOR_MONO_HUE2 = "0.10"
COLOR_MONO_HUE_BIAS = "-0.58"
SATURATION = "0.400000"
Iām glad you found settings you like.
As I previously said though, I wonāt stray from default settings in my distribution.
My pack is not about the game screen, it is about the art that surrounds it.
Thank you for showing the community that they are able to tweak them if they want.
Edit: It occurs to me that my custom Game Boy settings for the Mega Bezel may seem to stray from this ideal.
Keep in mind that, although the Mega Bezel included the Game Boy DMG shader in the past, it no longer does.
My attemp at creating similar settings is only a placeholder, until HSM includes something else.
Is there a way to change the color of the NDS & 3DS handhelds, or are they just the burgundy color no matter what?
The koko-aio shaders have no background color controls, so they are static.
The Mega Bezel can change the colors if you can run it.
Thereās nothing wrong with making exceptions nor changing things for whatever reason you desire.
I want to share my personal overrides and instructed edits for anyone interested, to explore what is possible with koko-aio as a way of having āfunā which is the sole purpose Iām here:
- So first hereās a compromised take on PDP-1 presets:
Base params:
MIN_LINES_INTERLACED = "1024.000000"
DO_CURVATURE = "1.0"
GEOM_WARP_X = "0.630000"
GEOM_WARP_Y = "0.800000"
GEOM_CORNER_SIZE = "0.005"
GEOM_CORNER_SMOOTH = "150.000000"
DO_BEZEL = "0.000000"
DO_BG_IMAGE = "1.000000"
BG_IMAGE_OVER = "0.000000"
BG_IMAGE_WRAP_MODE = "1.000000"
DO_GLOBAL_SHZO = "1.000000"
GLOBAL_OFFX = "0.000000"
GLOBAL_OFFY = "-0.001000"
GLOBAL_ZOOM = "0.727000"
DO_AMBILIGHT = "0.000000"
ASPECT_X = "0.0"
DO_GAME_GEOM_OVERRIDE = "1.000000"
GAME_GEOM_VSHIFT = "1.199999"
GAME_GEOM_HSHIFT = "2.129998"
GAME_GEOM_ZOOM = "1.800000"
Tweaks:
COLOR_MONO_COLORIZE = "0.600000"
COLOR_MONO_HUE_BIAS = "-1.000001"
DOT_M_MBLUR_STR = "0.000000"
DO_IN_GLOW = "0.000000"
DO_BLOOM = "1.0"
BLOOM_MIX = "0.800000"
DO_DYNZOOM = "0.000000"
DO_VIGNETTE = "0.000000"
DO_SPOT = "1.000000"
S_POSITION_X = "0.000000"
S_POSITION_Y = "-0.000000"
S_SIZE = "0.699999"
S_POWER = "0.020000"
Some are duplicated defaults, while others are ājust in caseā.
- second one is a simple way of having more screen, and zero black bars on āNDS [ScreenGap_83]ā preset, which makes it now [ScreenGap_73] instead:
Base params:
MIN_LINES_INTERLACED = "1024.000000"
DO_BG_IMAGE = "1.000000"
BG_IMAGE_OVER = "1.000000"
BG_IMAGE_ROTATION = "0.000000"
BG_IMAGE_NIGHTIFY = "0.000000"
BG_IMAGE_WRAP_MODE = "1.000000"
DO_CURVATURE = "0.000000"
DO_GLOBAL_SHZO = "1.000000"
GLOBAL_OFFX = "-0.001000"
GLOBAL_OFFY = "-0.004000"
GLOBAL_ZOOM = "0.912520"
DO_AMBILIGHT = "0.000000"
ASPECT_X = "111.000000"
ASPECT_Y = "198.000000"
DO_GAME_GEOM_OVERRIDE = "0.000000"
GAME_GEOM_INT_SCALE = "0.000000"
Tweaks:
DO_SPOT = "1.000000"
DO_VIGNETTE = "1.0"
V_SIZE = "0.600000"
V_POWER = "0.900000"
Some params here will make the preset compatible with the new default PSP.slangp grid in bezel/koko-aio, which I highly recommend as a base shader for NDS/3DS.
- If you want even MORE screen, you can download this missnamed NDS.png and this other missnamed NDS_Night.png (reversed names) from Duimonās other repo, for a [ScreenGap_03] preset:
Base params:
bg_under = "path/to/NDS.png"
bg_over = "path/to/NDS.png"
MIN_LINES_INTERLACED = "1024.000000"
DO_BG_IMAGE = "1.000000"
BG_IMAGE_OVER = "1.000000"
BG_IMAGE_ROTATION = "0.000000"
BG_IMAGE_NIGHTIFY = "0.000000"
BG_IMAGE_WRAP_MODE = "1.000000"
DO_CURVATURE = "0.000000"
DO_GLOBAL_SHZO = "1.000000"
GLOBAL_OFFX = "-0.001000"
GLOBAL_OFFY = "0.001000"
GLOBAL_ZOOM = "0.882518"
DO_AMBILIGHT = "0.000000"
ASPECT_X = "110.000000"
ASPECT_Y = "164.000000"
DO_GAME_GEOM_OVERRIDE = "0.000000"
GAME_GEOM_INT_SCALE = "0.000000"
Tweaks:
DO_SPOT = "1.000000"
DO_VIGNETTE = "1.0"
V_SIZE = "0.600000"
V_POWER = "0.900000"
Iāll be making book mode presets next with Duimonās RA Overlays which require basic photo editing. I fill these gaps as I go in finishing my koko-aio setup.