I suggest this tweak to the default GameboyAdvance-Overlay.slangp:
BRIGHTNESS = "-0.050000"
IN_GLOW_GAMMA = "1.500000"
Before:
After:
I suggest this tweak to the default GameboyAdvance-Overlay.slangp:
BRIGHTNESS = "-0.050000"
IN_GLOW_GAMMA = "1.500000"
Before:
After:
Its value should be an integer, not a float, the default is 10. However, it works here by uncommenting it either with an integer like 10 or with your example 0.02.
Thanks, indeed the gamma was a bit dark, but I think i’ll tweak the gamma out value instead from 0.45 to 0.40.
Lately there has been work in improving deconvergence emulation, kudos to @RickDangerous for asking for it and helping to set it up!
Deconvergence can now be a function of the distance from the center; this means that it is possible to have more deconvergence near edge/corners.
Another thing is that the image can be defocused the same way:
I hope the new parameters meaning is self explanatory.
Since the effect wanted is usually subtle, this feature comes in 2 flavours / performance targets:
Both the modes allow to higher the deconvergence and modulate horizontal blur near edge/corners.
In config-user.txt I’ve added a static parameter to enable the higher quality deconvergence setting:
// Use higher quality deconvergence flattering rgb scanlines when deconvergence is high
// and by syncing them to the deconvergence settings
// To enable high quality deconvergence, remove leading "//"
// #define HQ_DECON
Enabling this will move the scanlines to match the deconvergence and will flatten them near edge/corners…
Default quality:
HQ_DECON:
HQ_DECON has a small performance hit; still i don’t think it is worth to leave it enabled by default.
Yes, I like your tweak, but with bloom off:
GAMMA_OUT = "0.400000"
DO_BLOOM = "0.0"
Before:
Poor Lucas, blinded by bloom
Hi @kokoko3k, I am having a blast with your shaders on the Odin 2 pro!!! I created a preset where I removed bezels and applied custom resolutions to all my cores, it’s awesome, thanks a lot!
I have one question is it possible to leverage my preset and make it 16/9 for games that are native wide-screen or have patches or cheats, basically a setting removing the ambient side bar and taking the whole screen.
Hi there, i’m glad you’re having good times with your Odin 2 pro!
There is no way for a shader to know what is the aspect set by a core when you set retroarch option settings/vides/scaling,aspect ratio = “Full”, as you did, since you’re seeing ambient lights. So the easiest route would be to set that to “core provided” and save that as an override for games that needs it. (quick menu, overrides, save game override ,or save core override)
There are also several other way to achieve it by the shader but they also need you to save an override for the game (or the core), so I’ll spare you that
Awesome I’ll give that a shot when I get a moment, I was playing around yesterday and was amazed that even with shader on and upscaled to 1080p 3d games on PSX and Dreamcast were running at full speed, and looked beautiful with your shaders.
If you’re not doing it already, then I suggest you to use the presets in the Presets_HiresGames_Fast/ directory, since they will run faster with basically no visible quality loss for high resolution/upscaled games, at least you’ll spare some battery.
Speaking of battery life, search for “DELTA_RENDER” in this topic; it can be enabled by editing the file config/config_user.txt: change:
#define DELTA_RENDER 0.0
to
#define DELTA_RENDER 1.0
…save and reload the shader;
There’s a big brightness loss when setting the corner radius to 0.0, you can replicate this bug in two ways: either manually set it to 0.0 in a slangp file, or use RA’s menu but don’t use left/right keys, instead click on the parameter and set it to 0 by choosing 0 from the scrolling menu. This confused me at first.
What options are you playing with?
@Starman99x Yup, thanks for the note.
It is a known issue, but solving does not really worth the hassle (already tried), since the same code would touch the wole tube edge, not just corner radius. Just set it to something higher.
Deconvergence with HQ_DECON enabled.
I’m exploring the possibility of changing/adding/integrating new pixel upscalers intoto the shader and considering just lighter 1 pass upscalers that compete with the existing fxaa in terms of performance, so I created a new branch for you to test.
With this code, you will be able to switch between 5 of them; the last one being a bit heavier but considered anyway since the different and maybe more accurate result.
They will upscale to just 2x, so the original shapes cannot be “distorted” too much.
The parameter needed to switch is “Antialiasing enable” (previously FXAA enable).
Following their preview, I omitted the scalers name on purpose to mitigate any possible bias:
0:
1:
2:
3:
4:
5:
0:
1:
2:
3:
4:
5:
Now, I need to make a choice:
If somebody wants to try and give his opinion, and try them on different content/configurations, the code is here: https://github.com/kokoko3k/koko-aio-slang/archive/4d171168054dec9c9b4c7ef6557d3c858ce52868.zip
After trying all 5 settings number 2 is hands down the best one for one simple reason, it preserves the most pixel detail keeping it close to how the image looks with it off. All the other settings darkens the pixels in areas that were never dark in different ways depending on the setting, choice 5 seems to do the most.
0 or 2, as I agree with Soukun.
Hi Koko,
My choice would be 1.
Maybe an in-between 1 and 4 could be ideal, but not sure.
Best regards
Thanks for your feedback!
In the last dev code, it is now possible to switch upscaler runtime between a tweaked fxaa (number 1) and ddt-xbr-lv1 by @Hyllian (number 2)
ddt-xbr-lv1:
As a side note, the shader chain has been changed because it has one pass less. This means that your old presets, if they were saved as “not simple presets”, will probably not work as expected.
Dear @kokoko3k and others, may I address the topic of vertical arcade games, their scanlines and the tate mode.
If I understand correctly, vertical arcade games were nothing else than monitors turned 90°. This means then that the scanlines should also be vertical - which is not the case in nearly all shaders, including koko-aio. Take 1942 as an example - standard behavior in koko-aio (Tate Automatic) is horizontal scanlines:
So I have to manually deactivate Tate Mode in the shader options to have vertical scanlines:
From my own testing, there is a considerable difference in vertical arcade shooters, such as 1942, if the scanlines run vertically because the picture seems much more fluid. Vertical scanlines seem to “fight” against the vertical scrolling of these shooters and create unpleasant results, at least for me.Before I start manually deactivating Tate in all vertical Arcade games: Am I missing something? Many thanks in advance!
The best solution for vertical games is to get a monitor/TV stand which rotates. Even if you’re able to rotate the scanlines, what about the subpixels? How are they to remain aligned in vertical mode? This presents another challenge which I hear no one else talking about and from a preservation standpoint, this is sad or at least lamentable.