Koko-aio shader discussions and updates

I have an issue with all of my presets concerning the tilt parameter.

The more I tilt it the more vertically misaligned the screen gets.

Turns out the culprit is my use of the “BEZEL_FRAME_ZOOM” parameter.

Also turns out that I may no longer need it since the Global Zoom was added in.

Correct me if I am wrong @kokoko3k but it looks like “BEZEL_INNER_ZOOM” has also been automated.


Some change since I created the pack has also messed with the zoom on my “bezel_003” presets. (The dual bezel.) I will have to go through and load all my monitor presets to be sure they aren’t affected.


I need to eliminate those two parameters from all my presets, and add in Global Zoom parameters.

Should be fairly simple because of my boilerplate.


Looks like this update will be bigger than I thought. :grin:

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Thanks, nice catch!

Assuming dev version:

BEZEL_FRAME_ZOOM and BEZEL_INNER_ZOOM are meant to align monitor frame reflections to content, stop, I may modify the label to be more descriptive.
They should not be used to zoom, and no, inner zoom is not automated.

They are not fixed values just because one can modify the frame png and need to align it.

I tried to tilt and modifying bezel frame zoom and indeed there’s a problem: Problem is not frame zoom, but inner zoom, it has to stay to 0.0 to keep content/frame alignment with tilt enabled.

I may completely remove it and just use Frame zoom, modify its label to “Frame/reflection alignment” so that one have to rely to global zoom (as in the screenshot) for the rest.

Objections?

Sorry for the trouble!

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I only use inner zoom for two things: to add black bars around content, or to properly align the image with straight bezel on + curvature off, as this combination tends to hide more image under the bezel:

DO_CURVATURE = "0.0"
BEZEL_USE_STRAIGHT = "1.0"

DO_CURVATURE = "1.0"
BEZEL_USE_STRAIGHT = "0.0"

No need!

To modify game geometry, so zooming out too, you should use the controls under “override content geometry”.

To align bezel reflections, you could instead modify the frame zoom (instead of inner zoom, likely to be removed), and then operate on global zoom.

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Alright I’ll update all my presets in preparation for inner zoom removal, I’ll use frame zoom instead.

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I just made the change.

  • “Inner Zoom” is gone
  • “Frame Zoom” has been renamed to “Frame Alignment”
  • “Global Shift/Zoom” section has been moved just under bezel section
  • Docs have been updated
  • All of the presets have been updated

To recap:

  • Frame alignment should be used to align Frame reflections to content eg: when changing monitor frame image, including when using the straight/non curved one.
  • To zoom content and monitor frame, use the parameters under Global Shift/Zoom section
  • To alter game content zoom without altering monitor frame size, use parameters under Override content geometry

I think this is all, @estefan3112, this may interests you too.

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Lately I’ve been working on something something similar to “dot crawl” observed in NTSC signals.

I remember that effect, but I always used PAL systems, so this is a bit a mystery to me.

BTW, it manifests as color fringes going relatively fast down the screen on zones where color suddently changes in chrominance along the x axis:

Screenshot_20241007_163148

But the effect is better observed in motion, so you may want to look to Presets-4.1/tv-pal-my-old.slangp preset or manually activate it via:

Another improvement among shitty signals things is the RF noise, which gained another parameter, Snow noise:

…I don’t know if it is the correct term, but what it does is producing a more rarefied, more sparkling noise.
The old one has been renamed to “uniform noise”, instead.

Again, the effect is really not visible with a screenshot.

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None that I can see.

It appears my inexperience with your shader has created a bit of work for myself. :innocent:

I will get this update done ASAP but I think I’ll wait to release it until the Retroarch version of the shader is updated to align with the Dev.

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Always read the docs! :laughing:

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OMG - so I probably need to start from scratch again … as you probably know, I’ve been using Inner Zoom extensively… oh well :frowning_face: Edit: Ok, seems doable, replacing Bezel Inner Zoom with the “opposite” value of Game_Geom_Zoom seems not that bad. Rest seems intact.

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It shouldn’t be that bad just tedious. I have to do it myself with Global Zoom set to .73 and Inner Zoom changed freely.

Sorry guys, unfortunately those params are an heritage of the past when the shader had a different structure that changed to accomodate new features and a more efficient chain/pass strategy.

At least, the good news is that it gained a bunch of fps.

I always try to keep docs updated, notify here on the forums and write descriptive git commit messages when critical changes are made, so if you have a github account, a smart thing to do is to subscribe to be notified in real time.

I’m still working on the dot crawl thing since I’m not satisfied of the result, but other than that, I don’t think the code would change before the next release, which should arrive soon.

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That’s alright. It’s your shader so do what you will and us that do presets can go with the flow.

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Hello @kokoko3k, I have a bug report here, and it might be out for longer already:

  • Only vertical games are affected.
  • If Image Rotate/flip is set to Automatic (default value), then “Zoom Image” and “Shift Image over Y Axis” do not work.
  • But if you manually set the Rotation to an actual value, then both “Zoom Image” and “Shift Image over Y Axis” start working again.
  • Tested here both with the latest development code and the last release 1.9.30 Hope this helps, cheers!
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Ok thanks, tomorrow i’ll give it a look!

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Well, I have enabled the customization.

However I found my code commented about explicitely denying it but without further explainations, so I’m not really sure why I made that way in first place.

Please, test and see if there are some weird behaviours :slight_smile:

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It seems that rotated/vertical arcade games require a rotated bezel frame (90 or 270), regardless of the video driver in use (not a flipping issue). And simply rotating the bezel png file does not give a good result (further edits are required). So I suggest that you take from Duimon’s example and make extra rotated bezel frame files; auto enabled with $CORE-REQ-ROT$ wildcard.

I’m stuck here :sweat_smile:

What do you mean?

Edit: ↓ Got it, thanks

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Thank you, now it works!

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