Koko-aio shader discussions and updates

P.S. Do you have any news to give us for future updates of your schader?

You’re right, fxaa is borderline; but it is smart enough to do fine antialiasing where it is able to and a little blur when it is clueless; it does remind me of the look of consumer TVs, and is indeed used in the provided TV presets.

There are some interesting changes coming, you can see what i’ve worked on since 3.5 here:

I just need to stop adding things and release.

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Honestly, I always turn on your FXAA option because I like the smooth factor, and effects while still giving a strong consumer CRT impression. Thank you and I’ll try this preliminary version that you shared right away.

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So, you have now an option to change the default wrap mode for the background/foreground image.

  • 0 Mirrored repeat because so is configured in main .slangp.
  • 1 Clamp to border and it means black.
  • 2 Clamp to edge and means that it repeats the edge color.
  • 3 Plain repeat without mirroring.
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Many thanks, will test this on weekend.

Hi again, the new option ‘Clamp to border’ works very well. It is very helpful in cases where the artwork does not respect standard aspect ratio.

Here is another question on backdrops: In the enclosed screenshot, I have already applied a 0.2 transparancy on the backdrop, thus a lot of transparency. Still in the backdrop, it seems that the applied alpha transparency is not respected. The backdrop “shines”.

In comparison the backdrop in the finder:

Any ideas? Many thanks!

Hi there.

Yes, there’s no alpha channel blending for the backdrop, you could even use a jpg to save on file size.

What do you expect to see under it? There’s nothing; finder is pretending a black surface; but why not white… or pink? :sweat_smile:
Maybe you’ve set a black background in the png expecting it to pass through the image alpha channel?

In those real cabs (but I never saw one for real), the game content is added “over” it via a mirror trick , so I just add it in the shader as well.

If its appearence differs from the real image (you say it shines) then it is something i can work on; but if it looks the same and you are trying to use the png alpha channel to make it darker, why not just make it darker on its rgb channel with brightness/contrast options via a gfx program?

If your problem is that the game content does not cover the backdrop well, then it is a matter of the game not being bright enough and you just use the shader parameters (glow power) to push the game signal strength.

Let me know!

Ok, understood, I tried the wrong thing.

EDIT: Yeah, brightness down and contrast up does the trick, looks much better now! You also see clamp to border in action!

The issue: With the stock backdrop of astdelux from Mr.Do‘s Artwork, the picture is so strong that you hardly see the vectors at stock slang options. You must push glow etc so hard that the vectors start to pulse.

I will try with brightness and contrast, I previously used alpha for scratch effects of monitors in MAME, but as you explain, this is the complete wrong approach. Many thanks!

Hi kokoko3k, I’ve tried your updates and, in particular, lingered on your “classic take” option. Assuming that I always use the FXAA option (it’s clear by now that I love the smooth look) here are some belzel-wider snapshots with classic take :

These however are with type 2 slotmask :

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My very personal opinion: always assuming that they should give you a golden statue for the value for money of your shaders, which is very light and gives an exceptional graphic result, assuming that my taste for smooth (for that I always use FXAA) does not reflect the goal for which the shaders set itself to do, so I understand that my taste can be considered not close to the set goals, however I lean towards the type 2 slotmask. However, the flexibility of your shaders can really make everyone happy, and the classic take will surely satisfy those looking for a more truthful style and respectful of the graphics of the time. Thanks always infinitely for your immense work.

PS It would be nice if there was a “Duimon” situation, and I mean its overlays pack with CRT Guest as main shader, but with your work. In short, it would be nice to take full advantage of your work with a package of pre-configured overlays tailored to koko-aio.

Glad it is working good now.

I’d suggest you to not reference slotmasks or scanlines presets for vector games, maybe a plain fxaa with bloom is more appropriate, since the real machines were using a different technology to display things.

As always, thank you for your kind words.

@estefan3112 is already doing a wonderful job, as you can see.

And since you mentioned it, @Duimon is so kind to release his great work in the form of simple overlays which are very easy to adapt to koko-aio; it is really a matter of editing 2 strings and 3 numbers per overlay.

Everybody is welcome to contribute!

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Is there a guide on this for noobs like me??? :smiley:

I wanted to share my personal koko-aio setup with you and get some feedback or advice on it. Starting from the development version, using the “monitor-bloom-slotmask” preset, here are my changes:

FXAA Enable - 1

Glow/Blur Enable? Sharpness, horizontal - 3,50 Sharpness, vertical - 3,50

RGB Deconvergence enable ? (Bad With FXAAA) - 0

Slotmask Type (disable (0) with darklines!) - 2

Curvature enable? - 0

Bezel Enable? Straight - 1

What do you think ?

Nope that i know of, but if you are interested, I can make one or we can message each other and speak italian, if you prefer. You could start by taking a look to monitor-Commodore_1084S.slangp (ok there are more numbers to edit lol), and add a line like bg_over=/path/to/your_new_overlay.png or even taking a look to slangp made by estefan or even the ones already done by Starman99x.

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Absolutely, we’ll organize ourselves as soon as I have more time and you can explain to me, thank you very much, very kind

Here is plain fxaa with bloom, it really looks nice with vectors, many thanks!

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You used an “harder” slotmask with smoother borders. It makes sense and particulary I like G&g.

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Thanks for your feedback, I have to unplug in the future but will investigate as soon as I can the option to use Duimon overlays with your shader.