Koko-aio shader discussions and updates

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.

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0 or 2, as I agree with Soukun.

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Hi Koko,

My choice would be 1.

  • 0: no smoothing, too harsh
  • 1: creates nice rounded shapes, a bit details lost
  • 2: smoothing not enough, shapes are too square
  • 3: cannot be evaluated due to a saturation bug on Nvidia
  • 4: preserve more details but seems counter productive. Isolated bright spot are too bright resulting in noisy image. Could be toned down ?
  • 5: look artificial

Maybe an in-between 1 and 4 could be ideal, but not sure.

Best regards

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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.

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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.

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@Cyber

To emulate the tube rotation, I rotate the scanlines and the mask too, like I think every shader.

There is no more alignment between the emulated mask and the horizontal display mask, true, but I don’t get why this is a problem.

Or better, the only masks that need alignments are the green/magenta or green/magenta/black.

But other than that, I don’t think I’m exploiting nor taking advantage of subpixel alignment.

Am I missing something too? :smile:

@estefan3112
I defaulted to scanline rotation for a simpler reason, less moire.

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Sorry to ask again, because I don’t understand. If you say you “defaulted to scanline rotation”, what does that mean? That with vertical monitors, you rotate the scanlines 90°, so they are horizontal? And that horizontal scanlines in vertical monitors create less moire? If this is what you say, I commit being blind :grin: Many thanks for your patience!

I opted for auto tate mode (-> rotate scanlines) on vertical content, because, at least on 1080p, using vertical scanlines produces moire.

If you don’t see it, maybe it is because the shader is opting for fake integer scanlines, a mode which is triggered when the available screen lines/core lines falls under a configured ratio, which is likely to be the case, since in your presets you further reduce the available screen lines by showing the full bezel frame.

Fake integer scanlines is a workaround where scanlines don’t snap to core lines nor are curved.

Unfortunately, the content on your screenshot won’t allow me to understand if this is the case (too dark, scaled down and ultra compressed).

Instead, by using tate mode, the default setting for vertical games, scanlines have plenty of screen lines to draw properly, without moire, so I opted for it.

Your choice now :+1:

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Many thanks and food for thought, as I am on a 4k monitor here…

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You really need to fix your screenshots :stuck_out_tongue:

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Hi! Does Koko´s works OK with vertical monitors? I´m planning to use overlays from here but I´m not sure if using “9:16” (instead of 16:9) can result in moire, or any undesired efect. Same question about 4K.: Does Koko´s work in even better in a 4K monitor? Or it is just the same?

Hi there!

If by vertical monitors you mean rotating your real display, I’ve no direct experience, but it should work; there could be unhandled issues tho.

There are none if your display stay 16:9, but you want to emulate 9:16 games on it.

4k is welcome and everything will look better. Also, 9:16 games will benefit from it because you will be able do disable tate mode and have vertical scanlines without moire.

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What is the proper way to tilt the bezel?

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While the screen “can” be tilted, I didn’t have any luck matching it with my tilted cabinet without screen alignment issues. (Which is why it isn’t included in my pack.)

The tilt code HSM uses in the Mega Bezel is VERY resource hungry. I’m sure kokoko used something leaner.

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Maybe a custom bg over would look better? without a bezel. like those old school overlays by Orionsangel.

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I’ll magic something up and include it in the upcoming release.

I will update some of the handhelds with my newer graphics as well.

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You can check out OrionsAngel’s Assault Overlay preset I did with koko-aio. It takes a combination of Tilt settings and Global Offset

DO_CURVATURE = "1.000000"
	GEOM_WARP_X = "0.300000"
	GEOM_WARP_Y = "0.560000"

DO_BEZEL = "1.000000"
	BEZEL_INNER_ZOOM = "-0.419000"
	BEZEL_FRAME_ZOOM = "-0.616000"

DO_GLOBAL_SHZO = "1.000000"
	GLOBAL_OFFX = "-0.031500"
	GLOBAL_OFFY = "-0.102000"
	GLOBAL_ZOOM = "0.936000"

DO_ASPECT_RATIO = "0.000000"
	ASPECT_X = "8.000000"
	ASPECT_Y = "9.000000"

DO_GAME_GEOM_OVERRIDE = "1.000000"
	GAME_GEOM_ASPECT = "0.875000"
	GAME_GEOM_VSHIFT = "1.012000"
	GAME_GEOM_ZOOM = "0.730000"

DO_TILT = "1.000000"
	TILT_X = "0.230000"
	TILT_FOV = "0.100000"
	TILT_BEZEL_K = "0.570000"

bg_over = "cab_tan_full.png"
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In the past there were a second parameter to align the bezel, but now it is gone because it is automatic.

I think this was fixed some commits ago but not yet in retroarch release.

If you guys are already using the dev vesion, how can I reproduce the misalignment?

@hgoda90: indeed, TILT_FOV and TILT_BEZEL_K were gone because useless. I hope it is really the case :sweat_smile:

Also, be warned, that auto fake integer scanlines does not take tilting into account, so moire is VERY likely to occur at 1080p if you don’t force them on, which seems to be a good idea anyway, since i suspect/speculate even 4k would struggle to produce a clean picture.

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I haven’t tried with the dev version. I’ll let you know how it works when I get home.

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