Koko-aio shader discussions and updates

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?

My forum thread may have been a better place to ask. Please contact me in a private thread and we can discuss it.

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Just Linux, but I’m sure if it happened on Windows too, there would be plenty of complaints.

As of today’s build everything works again as promised by warmenhoven.

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I just pushed a commit to show simple test patterns.

For this change to NOT affect performance at all, only very simple patterns can be shown, this includes full black, gray, white, color to color vertical, horizontal and oblique gradients, color fades over time.

Gradients are good to spot color clippings and full screen time fades are very useful to spot moire patterns.

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Excuse me for the extreme ignorance but I really like your presets.

I would like to use them alongside with the Overlays around this community, but I would like to get usage from your TV reflections that gives such a massive realism in any of the preset experiences.

Is there a way to just get the Reflections effect from your presets ?

Would really appreciate it.

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The 'reflections" are tightly integrated in the shader with their needed code spreaded across multiple passes to maximize an efficient use of the gpu; this makes nearly impossible to isolate them.

Depending on the external shader preset you want to use, it may be possible to prepend it to koko-aio; but usually you need a very fast gpu for it.

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