Koko-aio shader discussions and updates

I’ve an i5 4590 and it runs on that igp with vulkan and with glcore without issues (GLCore is even faster), so it has been something tied to your system.

You could activate debug logging for core and frontend in the retroarch options and paste the results here and/or if it ever worked on that system, identify the commit that broke it for you.

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Windows 10? Latest Retroarch version?

Nope, I’m on Linux, and yes, latest RA version.

-edit-

just tested win10+glcore+nvidia, all fine.

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Which Nvidia card?

In Windows I can’t even get RA running in Vulkan using my i5 IGP. It refuses to start. Edit: I get it running in GLcore though…

GTX 1660

Probably because there’s no Windows Vulkan drivers for that IGP

What is “it”? Koko-aio or Retroarch?

…and done:

…you may need to increase gamma_out after applying that option; also the needed amount depends onyour eyesight too :slight_smile:

…I can’t express how liberated I feel… I’ve always had to fight here and there with slotmasks on 1080p, maybe because of my eyes, I don’t know… it seems not everyone is sensible to that issue, but now finally i can just move a slider and done!

Take this, you slotmask on solid colors! At last I’ve finally got my sweet revenge, Ah Ah Ah!

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Ok, so there are Vulkan drivers for Linux for that IGP? You said you get it running with Vulkan before:

Both.

In any case, I´m experimenting with Koko-aio, uborder, my i5 4th generation IGP, and my old Radeon 5870, both in Glcore and D3D11. All in Windows 10. I´ll post results

Yes, I think any Intel >=Haswell has Vulkan under Linux, but performance are better with GLCore.

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Great stuff!! Well done.

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Hi @kokoko3k - did you know that FBNeo has a “Hires Dip Switch” for vector games? As soon as you launch a vector game, the Dip Switch is available in the Core Options. At least I didn’t since yesterday when I strumbled over it, and it works great!

FBNeo

MAME (current)

MAME 2003-plus

MAME current has still the best results, but configuration is more difficult

Identical presets, starting from Vector_std_4_mame2003plus_defaults.slangp - but then boosting up those values (by trial and error):
IN_GLOW_POWER = “1.000000”
IN_GLOW_SPREAD = “1.050000”
BLOOM_SIZE = “4.000000”
BLOOM_GAMMA = “1.000000”
BLOOM_GAMMA_OUT = “0.900000”
BLOOM_POWER = “3.799998”

During gameplay, the asteroids glow like real ones and have a tail :grin:.

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Maybe a newer FBNeo version has that, I’ve locked the core, but it is sure a good thing.

TIP: If you want to capture the tails, you can pause via “k” key :wink:

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Yes indeed! But not via RetroArch Screenshot, but via system (here MacOS) screenshot - nice!

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And here comes the first tilted screen!
Original: https://emumovies.com/files/file/4939-donkey-kong-realistic-bezel-with-tilted-screen-for-mame/?tab=comments
Of course you can use this for any Donkey Kong instalment - here Barellpalloza for FBNeo:

EDIT: Interesting difference:
FBNeo and MAME2003 have TILT -17 and Offset-X -0.031
But in MAME current and MAME2003-plus I have to set these two values to positive.

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Ok now 90 unique graphics (including two generic artworks) are out, bleeding edge koko-aio included:

Clearly the new vector presets deserve a lot of attention, as they rule (particularly in MAME current with the Alternative Render Core Option activated per game, but FBNeo Hires Dipswitch setting comes close).
Cheers!
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Hey @kokoko3k, I want to roll back RetroArch to version 1.19.1 to avoid the annoying $CORE$ wildacrd bug (Windows related), and I think I forgot how that might affect koko-aio latest, if at all?

It’s sad to see this feature get bugged since I’ve built quite the setup around it, I hope they’ll figure it out in the future.

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Yep, unfortunately there are some missing features, but nothing breaking:

  1. Missing FrameTime uniforms -> the static option: FPS_HALVER cannot be used.
  2. Missing CoreAspect uniforms -> the global aspect ratio options -7 and -8 cannot be used.
  3. Missing #pragma include_optional -> the file config/config-user-optional.txt cannot be used (you’ve to rely on the legacy config/config-user.txt, still supported for compatibility)
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Anybody interested in this kind of emulation?

This is almost 100% correct interlacing behaviour, where even/odd fields are rendered respectively only on even/odd frames.

As you can see, this produces ghosting on fast movement scene, but the real thing was that way.

Let me know!

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Absolutely beautiful! I’ll try it right away.

P.S. I think I should turn off phosphor persistence with these Interlaced modes, it gives bad results with both koko-aio and mega bezel, too much color smearing (if that’s the term).

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I’ve not yet pushed anything, just testing if it would be of any interest to anyone.

Crts was a different beast, I’not sure why interlacing looked right on them.

…also, contrary to my belief, it seems that at least flycast fails to set the needed fps change info available to retroarch, and interlacing artfacts is not a something you’d want to see when a game switches to 30fps.

Maybe there’s a workaround shader side that involves averaging frametimes.

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I actually have a separate koko-aio setup/pack for a VGA CRT I have, I wonder how this new feature will work there when it’s ready.

If anyone needs my CRT pack I’ll share it on GitHub with the others, it’s using no bezels whatsoever, and the handhelds can just use the other ambilight pack I posted.

I’m very happy with koko-aio on CRT overall:

You can even do fun stuff like this:

Geometry looks better in person

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