Koko-aio shader discussions and updates

Further news: The new Vulkan iOS driver runs blazingly fast on my iPad Air 3! The Koko-aio shader is a perfect match. With FinalBurn Neo, I am running incredible frame rates, and the shader adjusts perfectly when I rotate the iPad 90°. This is massive step forward!

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Edit: Forgive me @kokoko3k for one further link to my dedicated blog entry, including a video teaser on YouTube:


Presenting my first release 0.1 under the forked Koko-aio shader with 21 arcade-game-specific presets: For Macs and iOS devices, the new Vulkan driver combined with the Koko-aio shader is a complete game changer - at least in my opinion :grin:.
Once more, most of the credits go to John Merrit, who did some brilliant arcade artwork. The Koko-aio shader and HDR under Vulkan let them shine even more. Some screenshots here as well:
More certainly to come, as the foundation lets you add further artwork with ease. Enjoy and game hard :space_invader:.
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By following estefan3112 suggestions, support for backdrop images is in place, needs some testing. Instructions on how to enable it are in the docs.

Quick test here (don’t mind the monitor image, it just shows that you can overlay another image on top of everything). Bezel,reflections,ambient lights will most likely not work, but they should not be required since the very special nature of those cabs.

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I updated my overlays again, they’re much more polished than before. I also fixed the wrong credits link in the text file. And included a new source.psd file if anyone wants to edit the design:

@kokoko3k I zipped everything and named it the same way you did on GitHub, so you can simply copy-replace everything, here’s the new zip link:

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Wonderful, thank you :slight_smile:

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Since I’m sure some of you are used to the way shaders used to look, I decided to add a bunch of presets named “***-classic_take.slangp” that uses the “good old way of doing things™”.

This essentially means that the scanlines will alter their weight according to the pixel brightness, assuming that typical “squeezed look” and that the slotmask is drawn straight on screen with all the good looking it brings, but alongside the moiree issues.

To mitigate, I decided to use a very low (not tall) slotmask:

The following is for direct comparison versus the other way of doing things:

monitor-slotmask-bloom-classic_take:

monitor-slotmask-bloom:

Probably some of you will tell they look exactly the same, which would even be a good thing.

What do you think/prefer?

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awesome work Koko.

considering how good the retro emulation is on xbox series s|x, are there any plans to make your presets compatible with the system?

thx

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Thanks, here’s the deal:

You/someone buy me an xbox, i make everything in my possibilities to make it work!

Jokes aside, what’s the real deal?I’m a bit ignorant for what concernes consoles.

Considering the Microsoft attitude, I can imagine it doesn’t support Vulkan, but koko-aio works on GLcore as well.

Doesn’t it support Opengl either?

Being myself a Linux user, those are the only options…

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hahahaa dale I’ll hit the lottery tnite and ship one out to you.

as far as supporting gl… would i take the koko-aio and drop in the shaders_glsl directory ? or how would tht work?

It should be enough to select GLcore as output driver and then choose a preset (?)

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when i set to gl it only allows to choose a preset from the shader_glsl folder and the koko-aio folder is only available in shader_slang folder

isn’t glcore available?

on xbox series S|X, only gl, d3d12 and d3d11

Mmh, i guess glcore is a Linux specific thing. I honestly don’t know what is required to port from (current) slang to gl, but I can only smell performance degradation versus vulkan (even GLcore runs slower here), so don’t hold your breath, sorry…

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all good man. thx for answering my questions

Glcore is on windows too :slight_smile:

There’s no need to port, If you can get your preset working on D3D11 then it will probably run on the Xbox S/X

The Mega Bezel now runs in DX11 and also runs on Xbox S/X

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I must be missing something.

Does slang work on dx11 or not? If I’m not mistaken, MBZ uses slang only, but still MIKEBLK said that on xbox he can’t see the slang shaders.

Also, there:

…I only see GL and Vulkan as target shader languages, so I’m a bit lost, honestly :sweat_smile:

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I have personally run it using the dx11 video driver, and I have direct confirmation from at least one person that they have had it running successfully on the Xbox Series X

I’m pretty sure that what happens is SpirCross-V converts it to glsl and that’s what dx11 uses

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To clarify, I’m able to load slang_shaders on series S. For some reason whenever trying to load koko-aio slang shaders on d3d11, they fail to load. That is what lead to my question yesterday.

I can confirm, even the heaviest MBZ 0 presets, including Cyberlab’s run on a Series S. As I mentioned before, they do take a couple minutes to load.

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Texture name 'isrotated_passFeedback' not found in semantic map, Probably the texture name or pass alias is not defined in the preset (Non-semantic textures not supported yet)

Presets are working with vulkan, got this with D3D11 driver. I experienced the passfeedback feature isn’t always working properly with D3D11, but still get working mine without compiler errors, just misfunctioning.

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