Koko-aio shader discussions and updates

Hello, I’m really enjoying your shaders!

I’m sorry if this was already explained before but I’m having trouble understanding the preset organization and differences. So I have a couple of questions if you don’t mind.

What are the differences between the presets on folder “4.1” and “ng”? There are some presets that look similar on both, so is there a superior/newer version?

Also, I noticed there are presets on the main folder (koko-aio) that seem to share the same names with the presets on the 4.1 folder. E.g. monitor-bloom-bezel is in both directories but they seem to have different code. Which of them should I be using? I have a regular 1080p IPS display btw, if that’s the deciding factor.

Thank you!

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Is PS1 emulation using the rotation api call ? Or is that a different issue related to video drivers unlike the one reported in https://github.com/libretro/FBNeo/issues/1044 ?

Are there performance concerns with the rotation uniform ? I implemented it to solve those problems.

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It is nothing related to the rotation uniform, unfortunately.

Some cores just appear to flip the y coord internally when using HW renderers.
I remember, but not sure nor tested it, that this happens only on one of the output drivers, not sure if Vulkan or GLCore.

As per the performance concerns, nothing specific, it is just that every addition in a shader code leads to a (small) decrease in performance, even reading a “flip” parameter and acting accordingly, but again, rotation uniform is not specifically related.

Which PS1 core and renderer is this ? Maybe i can figure out why it’s happening.

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@ofy90 Yes, it has been explained multiple times, but np, I’ve time right now. :wink:

Presets-4.1 contains presets made when koko-aio was at version 4.1, which is pre NG.
They share a distinctive mask, the only one possible at the time; the look of those presets is meant to be frozen, apart from minor tweaks or from time to time.

Presets-ng contains presets made after koko-aio ng version was released.
ng release carried a complete rewrite of the mask code allowing it do be far more flexible and feature rich, while mantaining the ability to replicate the old code.
> Read more here < New presets will appear there.

Presets:Handhelds-ng contains presets to emulate handhelds possible after ng version was released.

Nope, there are no such thing; the main koko-aio folder does not contain any preset, apart from the koko-io-ng.slangp which is meant to be the parent of all the presets, but is not meant to be used.

However is true that there are duplicates names; the folder:
Presets_HiresGames_Fast contains a copy of the 3 afromentioned folders (4.1,ng and handhelds) which are intended to be more performant with cores that have an high output resolution (dreamcast, ps2…) > Read more here <

The advice is to just pick the one you like, easy.

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Oh, it would be really great!

It happens with various cores that use an HW renderer.
This is Swanstation with HW renderer + GLCore output Driver:

This is exactly the same, but with Vulkan:

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I was testing your koko-aio pack and it’s super cool! I noticed that it works fast out of the box, do you use static configs? It’s very nice.

I was wondering if you could make a GBA_SP preset with a brighter screen than the base GBA (which is also cool as it is). Oh and I noticed that the GBA texture itself is using a slightly inferior design to your Mega Bezel version.

I think all handhelds need now on the shader side is a thin reflective bezel to match the Mega Bezel.

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I think I made an SP preset. (I’ll have to check.) If I did you can tweak it to your hearts content. For most of the color handhelds I added a local override to select an alternative base preset.

I updated many of my handheld presets shortly after doing the koko pack. The updates were geared towards ultra-wide mode on the Mega Bezel so I’m in no huge hurry to update the koko pack.

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It references the in place shader, so it depends on where you install it, so if you installed it “under” a koko-aio with static config, it uses it, but it does not provide any static config by its own (and it couldn’t without shipping a copy of the shader itself).

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Hi Koko I downloaded the latest update a few hours ago and my PSP is upside down

See some posts ago, it depends on retroarch.

Try to switch to Vulkan, does it work?

ok I will read previous post, if the test was in Vulkan

I don’t understand were you already on vulkan?

Btw you can flip that via the shader parameters. Also, I could make a side preset already flipped since psp core may use hw renderer.

Yes, I was already with Vulcan, I will try the parameters.

The flipped framebuffer is an opengl specific issue. If you were using Vulkan, make sure that the core isn’t auto switching to glcore. (Look at what driver is selected while a rom is running.)

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Hi @Duimon can I have your permission to use some of your backgrounds in these Mobile/J2ME presets I’m making?

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I spent last few days spamming the forum (sorry!) with several attempts to maximixe the brightness and the mask visibility and crafting a new preset.

There it is: Monitor-Screen_Hmask-Screen_SlotMask_Taller_MaxMask.slangp

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Hi all, I am experiencing full crashes in RetroArch with koko-aio as well as Mega_Bezel (but not e.g. CRT-GEOM) since the 10 September Nightly Build. I am no programmer, but the commit on 10 September called “Downsize big char arrays in shader structs” made me test the builds of 9 September, still works, while 10 September and following crash. MacOS here. Any other platforms also affected? Many thanks for letting me know, need to file a bug report. Vulkan of course. Will also ask in Discord.

Crashed Thread: 0 Dispatch queue: com.apple.main-thread

Exception Type: EXC_BREAKPOINT (SIGTRAP) Exception Codes: 0x0000000000000001, 0x0000000184a6ce44

Termination Reason: Namespace SIGNAL, Code 5 Trace/BPT trap: 5 Terminating Process: exc handler [1159]

Everything fine here, sorry to hear that.

At least you bisected bad commit, it’s a great start. :+1:

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Linux right, or also Windows?