Koko-aio shader discussions and updates

Contast/sat/colour aside for the mo, you can see the artifacts here with 1080p out.

Probably something went bad when copying pasting the preset, as i didn’t see any. I’ll make another one soon.

Have you used the latest code?

–EDIT–

My bad, i forgot to push the commit with support for the new parameter, done just now.

–edit–

i can spot a bit of moiree when the neogeo logo fades from white to black

3 Likes

Will d/l again and have a play.

slotmask wip preset with moiree mitigations
 #reference "../koko-aio-ng.slangp"

shaders = "17"

DO_CCORRECTION = "1.000000"
GAMMA_OUT = "0.500000"
OFFSET_STRENGTH = "0.500000"
DO_IN_GLOW = "1.000000"
IN_GLOW_POWER = "1.999999"
IN_GLOW_GAMMA = "2.000000"
IN_GLOW_W = "3.500000"
IN_GLOW_H = "7.000000"
DO_PIXELGRID = "1.000000"
PIXELGRID_MIN_W = "0.300000"
PIXELGRID_MAX_W = "0.400000"
PIXELGRID_H_PRST = "1.000000"
PIXELGRID_MIN_H = "0.300000"
PIXELGRID_MAX_H = "0.800000"
PIXELGRID_INTR_FLICK_POWR = "0.250000"
PIXELGRID_Y_MASK = "1.000000"
PIXELGRID_Y_MASK_COORDS = "0.000000"
PIXELGRID_Y_MASK_HEIGHT = "-2.000000"
PIXELGRID_Y_MASK_ON_WHITE = "0.350000"
PIXELGRID_Y_MASK_SHIFT = "0.230000"
PIXELGRID_Y_MASK_STEEP = "16.000000"
DO_HALO = "1.000000"
HALO_POWER = "0.400000"
HALO_W = "3.500000"
HALO_H = "3.500000"
HALO_GAMMA = "1.300000"
HALO_VS_SCAN = "0.300000"
BLOOM_MIX = "0.150000"
BLOOM_SIZE = "3.500000"
BLOOM_QUALITY = "2.000000"
BLOOM_GAMMA = "10.000000"
BLOOM_GAMMA_OUT = "10.000000"
BLOOM_POWER = "10.000000"
DO_CURVATURE = "1.000000"
GEOM_WARP_X = "0.480000"
GEOM_WARP_Y = "0.510000"
GEOM_CORNER_SIZE = "0.010000"
GEOM_CORNER_SMOOTH = "200.000000"
DO_BEZEL = "1.000000"
BEZEL_INNER_ZOOM = "0.000000"
BEZEL_FRAME_ZOOM = "0.174000"
AMBI_FALLOFF = "0.400000"
AMBI_POWER = "1.000000"
DO_DYNZOOM = "0.000000"
V_SIZE = "2.500000"
V_POWER = "1.000000"
S_POSITION = "194.000000"
ALT_BLANK_STRENGTH = "0.000000"
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It’s all personal taste. It’s a good looking shader. For me, when I really zoom in, it’s like I’m seeing too much phosphor bleed (even with decon off), which at normal viewing it looks like pixel misalignment.

Not sure if that helps or not.

Thanks.

It is not supposed to be accurate by any means,so it is supposed to be even less accurate when zoomed in. What I like about it is that “pinch/sparkly” look i see on real crts; misalignment is a consequence of the slotmask shift, i think.

1 Like

The previous one used a gm mask; switching to a full rgb one required several modifications and the look changed a lot.
The following also carries halo, bloom, bells and whistles; you can quickly modulate the bleeding by changing the glow power (input signal strength, eg: from 2.0 to 1.4)

slotmask wip preset rgb mask, halo bloom
shaders = "17"
#reference "../koko-aio-ng.slangp"

DO_CCORRECTION = "1.000000"
GAMMA_OUT = "0.500000"
OFFSET_STRENGTH = "0.200000"
DO_IN_GLOW = "1.000000"
IN_GLOW_POWER = "1.799999"
IN_GLOW_GAMMA = "2.000000"
IN_GLOW_SPREAD = "0.000000"
IN_GLOW_W = "0.000000"
IN_GLOW_H = "0.000000"
IN_GLOW_BIAS = "0.000000"
DO_PIXELGRID = "1.000000"
PIXELGRID_MIN_W = "0.100000"
PIXELGRID_MAX_W = "0.860000"
PIXELGRID_H_PRST = "5.000000"
PIXELGRID_MIN_H = "0.300000"
PIXELGRID_MAX_H = "0.800000"
PIXELGRID_Y_MASK = "1.000000"
PIXELGRID_Y_MASK_COORDS = "0.000000"
PIXELGRID_Y_MASK_HEIGHT = "-2.000000"
PIXELGRID_Y_MASK_ON_WHITE = "1.000000"
PIXELGRID_Y_MASK_SHIFT = "0.120000"
PIXELGRID_Y_MASK_STEEP = "8.000000"
DO_HALO = "1.000000"
HALO_POWER = "0.350000"
HALO_W = "3.500000"
HALO_H = "3.500000"
HALO_GAMMA = "1.000000"
HALO_VS_SCAN = "0.350000"
DO_BLOOM = "1.000000"
BLOOM_MIX = "0.250000"
BLOOM_QUALITY = "2.000000"
BLOOM_GAMMA = "1.000000"
BLOOM_GAMMA_OUT = "6.999994"
BLOOM_POWER = "4.999981"
DO_CURVATURE = "1.000000"
GEOM_WARP_X = "0.480000"
GEOM_WARP_Y = "0.510000"
GEOM_CORNER_SIZE = "0.010000"
GEOM_CORNER_SMOOTH = "200.000000"
DO_BEZEL = "1.000000"
BEZEL_INNER_ZOOM = "0.000000"
BEZEL_FRAME_ZOOM = "0.174000"
AMBI_FALLOFF = "0.400000"
AMBI_POWER = "1.000000"
DO_DYNZOOM = "0.000000"
V_SIZE = "2.500000"
V_POWER = "1.000000"
S_POSITION = "194.000000"
ALT_BLANK_STRENGTH = "0.000000"

3 Likes

Looking good. Perhaps others could try it and report back?

I thought the only way to get a consistent effect with the PGRID is to find standard levels to use based on the resolutions where you run the content, for example a PGRID slotmask or aperture grill tuned for 1080p, or 2K or 4K , trying to keep more or less a narrow dot grid. I actually noticed what you wrote when trying to run GameBoy Advance games. Already the grid using the arcade games (I played Marvel Super Heroes arcade version this weekend) was even more beautiful and pleasant. If you could find a way to play that grid across all content it would probably be the perfect answer to emulating all the old consoles. I’m fantasizing.

1 Like

Thanks, Maybe i’ve also understood what is the misalignment and the bleeding you were speaking about?:

slotmask wip preset gm mask, halo bloom, bleed misalignment mitigated

#reference “…/koko-aio-ng.slangp”

shaders = "17"

DO_CCORRECTION = "1.000000"
GAMMA_OUT = "0.500000"
OFFSET_STRENGTH = "0.500000"
DO_IN_GLOW = "1.000000"
IN_GLOW_POWER = "1.699999"
IN_GLOW_GAMMA = "2.000000"
IN_GLOW_W = "3.500000"
IN_GLOW_H = "7.000000"
DO_PIXELGRID = "1.000000"
PIXELGRID_MIN_W = "0.300000"
PIXELGRID_MAX_W = "0.400000"
PIXELGRID_H_PRST = "1.000000"
PIXELGRID_MIN_H = "0.300000"
PIXELGRID_MAX_H = "0.700000"
PIXELGRID_Y_MASK = "1.000000"
PIXELGRID_Y_MASK_COORDS = "0.000000"
PIXELGRID_Y_MASK_HEIGHT = "-2.000000"
PIXELGRID_Y_MASK_ON_WHITE = "0.650000"
PIXELGRID_Y_MASK_SHIFT = "0.230000"
PIXELGRID_Y_MASK_STEEP = "16.000000"
DO_HALO = "1.000000"
HALO_POWER = "0.400000"
HALO_W = "3.500000"
HALO_H = "3.500000"
HALO_GAMMA = "1.300000"
HALO_VS_SCAN = "0.150000"
DO_BLOOM = "1.000000"
BLOOM_MIX = "0.150000"
BLOOM_SIZE = "3.500000"
BLOOM_QUALITY = "2.000000"
BLOOM_GAMMA = "10.000000"
BLOOM_GAMMA_OUT = "10.000000"
BLOOM_POWER = "10.000000"
DO_CURVATURE = "1.000000"
GEOM_WARP_X = "0.480000"
GEOM_WARP_Y = "0.510000"
GEOM_CORNER_SIZE = "0.010000"
GEOM_CORNER_SMOOTH = "200.000000"
DO_BEZEL = "1.000000"
BEZEL_INNER_ZOOM = "0.000000"
BEZEL_FRAME_ZOOM = "0.174000"
AMBI_FALLOFF = "0.400000"
AMBI_POWER = "1.000000"
DO_DYNZOOM = "0.000000"
V_SIZE = "2.500000"
V_POWER = "1.000000"
S_POSITION = "194.000000"
ALT_BLANK_STRENGTH = "0.000000"

Old:
image

New, mitigated:
image

6 Likes

Wow. Looks fantastic! I really love it!

3 Likes

It’s always difficult to put observations into words on a forum, rather than a convo…but yes, you understood, and the new screenshots look pretty awesome! Glad to be able to feedback and contribute.

Looking forward to the new setting you dialed in to be added to the ng presets.

2 Likes

Maybe the previous one was more fascinating, but unfortunately it was way too dark and a bit dull with other games. This is another version that probably needs some other work to mitigate moiree.

Brighter.

**slotmask wip preset gm mask, halo bloom, bleed misalignment mitigated, brighter**

`

#reference "../koko-aio-ng.slangp"
DO_CCORRECTION = "1.000000"
LUMINANCE = "0.200000"
GAMMA_OUT = "0.500000"
OFFSET_STRENGTH = "0.500000"
DO_IN_GLOW = "1.000000"
IN_GLOW_POWER = "1.699999"
IN_GLOW_GAMMA = "2.000000"
IN_GLOW_W = "3.500000"
IN_GLOW_H = "7.000000"
DO_PIXELGRID = "1.000000"
PIXELGRID_MIN_W = "0.050000"
PIXELGRID_MAX_W = "0.800000"
PIXELGRID_H_PRST = "1.000000"
PIXELGRID_MIN_H = "0.250000"
PIXELGRID_MAX_H = "0.700000"
PIXELGRID_Y_MASK = "0.600000"
PIXELGRID_Y_MASK_COORDS = "0.000000"
PIXELGRID_Y_MASK_HEIGHT = "-2.000000"
PIXELGRID_Y_MASK_ON_WHITE = "0.100000"
PIXELGRID_Y_MASK_SHIFT = "0.230000"
PIXELGRID_Y_MASK_STEEP = "16.000000"
DO_HALO = "1.000000"
HALO_POWER = "0.430000"
HALO_W = "3.500000"
HALO_H = "3.500000"
HALO_GAMMA = "1.000000"
HALO_VS_SCAN = "0.250000"
DO_BLOOM = "1.000000"
BLOOM_MIX = "0.500000"
BLOOM_GAMMA_OUT = "0.999998"
BLOOM_POWER = "1.000000"
DO_CURVATURE = "1.000000"
GEOM_WARP_X = "0.480000"
GEOM_WARP_Y = "0.510000"
GEOM_CORNER_SIZE = "0.010000"
GEOM_CORNER_SMOOTH = "200.000000"
DO_BEZEL = "1.000000"
BEZEL_INNER_ZOOM = "0.000000"
BEZEL_FRAME_ZOOM = "0.174000"
AMBI_FALLOFF = "0.400000"
AMBI_POWER = "1.000000"
DO_DYNZOOM = "0.000000"
V_SIZE = "2.500000"
V_POWER = "1.000000"
S_POSITION = "194.000000"
ALT_BLANK_STRENGTH = "0.000000"

It does look worse with altered beast, but better with others (eg: final fight).

I’m starting to think that some game colors were tuned for specific crt or crt calibration settings, or maybe that there were no solid standard to rely on, could it be?

One size fits all seems not possible.

Feedback please?

5 Likes

Altered Beast and other arcade games by Sega or e.g. some Konami games look imho kinda strange by default when viewed on modern displays, they benefit from e.g. adjusting gamma, sometimes you can also find footage from real hardware that indicates this is likely more accurate. Sometimes you can see this when you compare the ports, with Altered Beast and the Genesis / Megadrive this isn’t quite the case though (But then, most people would see it through composite by default…)

1 Like

This.

Unless you can find that one setting that slices all scenarios equally through the middle.

An example of this is Capcom Arcade games. They look great with reduced Gamma. Then if you try those same settings on SNES or other consoles, they’ll look too dark. If you take a highly optimized SNES preset and use it for NES, it’s very likely going to look highly oversaturated.

So one size fits all might be possible but it will probably have to be less than optimal in many areas.

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Thanks @Jamirus @Cyber, very informative.

(Darn.)

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You’re welcome. I noticed that you’re an LG OLED user like myself and I was wondering if you implemented any special considerations for their mask layouts as there are in CRT-Guest-Advanced and Sony Megatron Color Video Monitor?

They don’t display RGB triads properly compared to regular LED/LCD panel if not coaxed accordingly.

You can read more here:

Not really.

On 4k display, I think we should forget about subpixel masks and rely on the room we have to emulate phosphors and their surrounding instead, That’s the way i’m taking with the new ng/low level phosphor emulation thing.

Maybe I’m doing all wrong, who knows, but i was astonished by the look of this on 55’’ lg c1 with vivid mode, so i’m optimist!

2 Likes

Okay, it might still be some good background information/reading just in case you find these topics interesting.

Or maybe not? How do your macro/close up shots (photos not screenshots) look? Especially of white or grey emulated elements?

1 Like