Those look so amazing!
Wow! This is looking fantastic! I’m really excited about a more flexible matrixish shader like this!
@Duimon, you might be interested too
Yes, I certainly am.
I was also wondering if it was possible to come up with a Color LCD shader that has the blending and drop shadow the Game Boy shader has.
I’ve seen screenshots of a legacy shader that did, but have never seen one available.
@Duimon I think you can achieve that in koko-aio by mixing the shadow feature under ‘dot matrix’ emulation with the blending of the ‘phosphor grid’.
I’ve to check out if they are in the correct order.
But what console had this, Gameboy color?
I just tried your dev repo, and all shaders load, except any of the pgrid ones (using Vulkan)…is it working for others?
I think i made some mistake compiling them, probably wrong reference path. I’ll take a look asap.
EDIT Indeed, there were broken references, please try again.
I can confirm that they are now working. Thanks.
Glad to hear that. Keep in mind that i made them in a matter of minutes in a rush yesterday; something like “load a random game”, tune parameters till it looks ok, take screenshot, save preset, make another preset, so if you find something weird, it could be expected
Just drafted 4.1 release on the repo with changes till gameboy mono emulation (phosphor grid left out), it sohuld be availablle on retroarch online update shortly.
- Add a standalone/stripped down version for gameboy mono emulation only in misc folder
- Dot matrix emulation with grid shadow and motion blur
- Allow to emulate monochrome display colorization
- Add gameboy mono preset
- Apply curvature later in the chain so that it is consistent whan inner zoom changes.
- Allow to ignore aspect when doing integer scaling -> integer scale along both axes.
- Allow wrap mode in shader again
- Use mimpaps again to sample bezel lut as it gives rounding errors on amd side
- Add TATE mode
None. I just think it looks cool.
Added basic slotmask functionality to the low phosphor grid emulation function:
still playing with it; parameters ar a bit messy atm because i’ve still to figure out where this thing has to go, btw:
You can emulate slotmask at screen resolution:
Or at core resolution:
And @Cyber: basal performance hit on my haswell is about 2% just because there is another function living in the code, but actually, the new code proves to be faster (3%) than the old if it replaces masks and scanlines, there are still missing features tho.
I’m really enjoying this direction of being able to morph the phosphors / dots in so many ways
Hello koko-aio. I wanted to thank you again for your splendid work and I am very happy for the developments in the field of handled emulation that your shaders is having. By now a good part of gaming is done through smartphones due to various factors, and thanks to your shaders and a good interlocking joypad I can still enjoy healthy and good RetroGaming. I enclose some shots taken from my Poco M4 Pro of Super Ghouls 'N Ghost with your shaders, I use your monitor-bezelwider preset with some parameter variations and I find it fantastic:
With slotmask
With aperture grill
Maybe on a phone (oled?) you would get better results by using an rgb mask without horizontal gap instead of green,magenta,gap.
I have an amoled display. If I wanted to try your advice, what should I change inside your shaders ? Thank you
Use LoDPI Green, Magenta -> RGB = 0
Horizontal gap between triads = 0
Thanks for the advice and help. I would like to ask you in the light of the changes made, which one do you consider the best image. I used slotmask 1, 2, and 3 in that order. Thank you very much
Type 1 or three for me, it depends if you like scanlines or not.
Type 2 is trickier to setup, from docs.md:
Type 2 produces thinner slotmasks, (dark gaps more pronunced), but with fixed offset. The stagger height will still be modulated by the scanline height. This is intended to give pixels a sparkling point. Works best with scanline heights in range [0.5..0.7]
If you like scanlines to grow and shrink as much as possible depending on the pixel luminance, type 2 has to be avoided; if you set a fixed scanline weight around 05…07, instead, it could give better results.
Heartfelt thanks for the help. I stubbornly stuck with slotmask 2, following your advice and with what modification to Halo strength and gamma out (in addition to those I previously made) here is the result, I think it’s fantastic. Thank you