Very last modification, I preferred to reactivate the convergence, it fades just enough to make the image more cohesive
Still experimenting with low level phosphor emulation, i think it is ready or almost ready.
The following is 1080p, no brightness push tricks used (no halatio, no glow, no bloom, no linear gamma, no blurring, just bare core picture sent to the function.
The phosphors grows in width and height with almost full range and the slotmask fades under the light and this seems enough to have a bright picture.
However the output gamma has been lowered to (0.5) because the phosphor emulation seems to acts like a gamma linearization itself, i need to inspect that.
This time the slotmask is drawn at screen coordinates and is very tight so that it resists to curvature without showing weird moiree/artifacts.
Spectacular, truly exceptional, I canāt wait to test the final version ! Thanks always for your work.
This is looking great!
So this is the same code which can morph into a matrix grid/lcd grid with changes to the parameters?
Iām curious what it looks like at non-integer low res, E.G. 800px or even 600px, obviously if the res is low enough with scanlines the best you can get is probably blurring the scanlines together.
Yes, the same code that i used to emulate color handhelds screens some posts ago (gameboy one is a bit different, since it needs steep and well defined grid around every pixel).
You mean 600p?
If the source res is low enough, it can perform well, but honestly i doubt even 240p would appear rightā¦
600/240 means you have 2.5 rows to draw a scanline, a gap and some smoothing.
It would be like putting an elephant in a car, but iāll try anyway
Ha ha, totally
Iām also interested what it would look like at like 800p too if that helps any
Buuuuut, if i enable core resolution slotmask, it mitigates the glitches pretty well:
600p:
400p
at less than 300p, it collapses
ā¦donāt ask me how is possible that it doesnāt look like totally #?! on 400p, I donāt know.
@HyperspaceMadness Why are you so interested i those resolutions btw?
Wow, that is looking really great! The fact that it still looks ok at 400p is some kind of a magic!
Itās something that comes up periodically with the Mega Bezel since the tube us already smaller than the screen and limits using integer scale and this often causes nasty artifacts with moire & lcd having really uneven presentation which makes it too ugly to be usable.
Man, loving this ambilight effect. What preset are you using?
I like the fact that you maximize the vertical resolution. I typically set the games to run at next integer so the active area is bigger on my TV which is not very big (48" at 3m).
I might need to adapt the bezel to make it work with my own presets though.
This is all I get, cropped sides. I know the ambilight is working because I tweaked the zoom settings and could see the effect using āmonitor-bloom-bezel.slangpā:
@Dogway Have you set retroarch aspect to āfullā or ācore providedā? try āfullā
wide presets end with ābezelwider.slangpā, ie: monitor-bloom-bezelwider.slangp
Thanks! That did it. I was using custom as I do my own AR but with full it works fine now.
Great looking bezels, will try to implement them on my own personal presets. I guess copying the passes after in_glow_x.slang
koko-aio is very ātightā, so before trying to hack it, unless youāre familiar with shaders coding, I suggest you to try to replicate the look youāre after by using its parameter, i could assist you in that, or take a look to docs.md
Thank you, yes I have some experience, not a super expert though. I will try in the next few days.
Hi, these screens are taken from my smartphone used as a portable console when needed, using the monitor-bloom-slotmask-bezelwider presets, using slotmask 3 and activating FXAA. No other changes apart from the LoDPI value and the horizontal gap between triads set to 0, as suggested by Kokoko3k himself. As you can see the yield is practically perfect.
Whops, Iād say more than āsomeā, sorry for being dumb and not recognized your user
To keep you updated, I think I made my choice: Iāll try to implement every existing feature in this new way (low level phosphor grid) and finally ditch the old implementations if performance will stay at an acceptable level (good chance by now).
Looking forward to high resolution displays, it is much more flexible and being able to draw phosphors at core coordinates with scalable relative size, in theory it would even allow to finally curve them āby natureā. How they will look will depend solely on the output resolution.
I also like the fact that it will hopefully have less parameters to configure to achieve the same things and they will be less scattered around sections.
Speaking of superseeding, hereās an handy recap (maybe just for me,lol):
It can already replace the following features: rgb and rbg mask, bw mask, gap/no gap between triads (or pairs), green/magenta mask, slotmask, aperturegrille, scanlines, tate mode, interlacing.
What is missing: scanline minimum brightness, horizontal mask strength, the ability to turn off unneeded subsections to scale the performance,a lot of testing and debugging and the need to convert all of the presets sonthat they will look āat leastā the same.
Iāll keep this post updated.
Love that 1084-S night bezel.
Yeah, thanks, it is the ānightifyā function.
Speaking of that, I only wish I could find a simple way to keep that red led bright, but no idea so far
Iām really excited to see where this goes!
I think the only thing lost by not using the viewport grid for the phosphors is the 100% sharp phosphors. But then again when you use a whole pixel for the black part of the slotmask/aperture grill it is visually quite big compared to the others and loses you a lot of brightness. I guess another thing would be that the phosphors would be different sizes depending on what the resolution of the incoming signal is, e.g. 240p vs 480p, and what happens when the incoming signal is high like 1920x1080
You could use a separate image with black and just the red led light, and add it additively, thatās how the Mega Bezel does it, but this adds another imageā¦
Yes, but i have to implement everything, even viewport masks.
It can be done, i think, but iām having troubles with 2px sized ones (green.magenta) due to rounding errors, probably.