Koko-aio shader discussions and updates

Thanks @Jamirus @Cyber, very informative.

(Darn.)

1 Like

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

Indeed I thank you for those links, I think I gave them speedy read time ago, but I will do it again deeply.

As for the shots, my pc isn’t hooked to that display, so it’s a bit problematic everytime.

But why you asks for them, i’m unable to see the submask with that 55’ even at 1meter, so i think it is not / cannot be an issue. What I can tell you is that I showed it live to an ignorant friend, same age of me, and it just said ‘wow’ woth a weird expression on his face lol. If you are used to oled, maybe you will not be that surprised, but you could give it a go, even by just loading the screenshot on your oled if not the whole preset (I may have changed a thing that screwed it today, not sure/have to check), and see by yourself if it is really something or just a matter of my initial impression.

1 Like

Well this would depend on what TVL CRT you are looking to represent as well as viewing distance and personal preference as going up close to the screen and seeing those triads can remind one of the nostalgic times.

It might also help from a technical perspective as well, some good examples of this are the comparison shots on the Sony Megatron Color Video Monitor thread (the first post has many) and some comparison shots with a real CRT posted on @RetroGames4K thread, which I also reposted on Reddit in the CRT Gaming subreddit and even the folks over there couldn’t pick the CRT from the CRT Shader.

I’ll give it a check sometime soon. Possibly later. I was looking forward to trying it on my broadwell IGP laptop whenever I get around to repairing it.

2 Likes

The other thing to keep in mind is the default color temperature in different regions. This is what I found from Google:

The color temperature of most home TV sets is considerably higher than 6,500K – commonly 7,100K in the United States and **9,300K** in Japan.

I find increasing the color temp on a lot of games helps get rid of the yellow cast that I don’t think we should be seeing

3 Likes

1 Like

Looking good - will play.

1 Like

Small tweaks to your settings posted above:

LUMINANCE = “0.300000” CONTRAST = “0.050000” TEMPERATURE = “7000.000000” GAMMA_OUT = “0.530000” SATURATION = “1.050000” DO_SHIFT_RGB = “1.000000” OFFSET_STRENGTH = “0.200000” IN_GLOW_H = “5.999996” PIXELGRID_Y_MASK_SHIFT = “0.230000” HALO_POWER = “0.500000” BEZEL_REFL_STRENGTH = “0.200000” DO_BG_IMAGE = “1.000000” DO_VIGNETTE = “1.000000”

4 Likes

Damn you, looking good!

I’ve had just pushed mine with modifications; more or less resambling yours (more colors, more gamma, vignette and so on), but it seems your settings are better.

I’ll turn the color slightly colder as you and activate decon.

4 Likes

Last tweak from me:

CONTRAST = “0.050000” TEMPERATURE = “7000.000000” GAMMA_OUT = “0.530000” SATURATION = “1.050000” DO_SHIFT_RGB = “1.000000” OFFSET_STRENGTH = “0.200000” IN_GLOW_H = “5.999996” TATE = “1.000000” PIXELGRID_INTR_FLICK_POWR = “0.150000” HALO_POWER = “0.680000” BEZEL_CON = “5.000020” BEZEL_REFL_STRENGTH = “0.200000” DO_BG_IMAGE = “1.000000” DO_VIGNETTE = “1.000000”

1 Like

Hi guys, what I’m seeing is amazing, thanks for the work you do, it’s not obvious.

2 Likes

Just added a new parameter in phosphor emulation section, named:
“Sparkling look punch”, it works by exagerating the look of the level 2 vertical mask and compensate that by a gain on the source color, the result is a pinchy image:

6 Likes

pgrid-slotmask-for-1080p-HiNITs-experimental.slangp

This looks good at 1080p, i’ve tuned it after the one I made for oleds, but can run fairly well at 1080p. This carries some slight brightness pushes here and there so that it can be used on displays with a decent black level.

The horizontal mask is doubled in width and follows game pixel size. To keep slotmask offset even/odd not to wide, i used a green/magenta mask, so just 2 phosphors which is capable of displaying RGB, maybe with an halved precision on red and blue channel, but it does not seem an issue.

5 Likes

With a bit of help of IA scaling, I made a new gba overlay, nothing fancy, quite light in size since it’s a jpg meant to go under the main content:

However, while playing with it trying to get a convincing nightify effect with added ambient light, the result was this:

…quite bad, because the nightify function operates on saturation too, and pushing ambient light back over it did not restore the lost colors; it wasn’t noticed in the old presets because basically iy operated on gray bezels and background images only; so i made a change to the nigtify function to take into account ambient lights and modulate its strenght according to it, this is an extreme case where nightify is at its maximum strength, still not perfect, but better:

The following are a more realistic use from GameboyAdvance-Overlay-Night.slangp

While this is without the night effect: GameboyAdvance-Overlay.slangp

5 Likes

Looks great, day mode no problem, night mode gives me error.

1 Like

Ok, will take a look in a few hours, probably reference path error.

Meanwhile, just push nightify parameter and led power, it is all just that. from day preset.

edit

wops, found it, will fix later, the reference ends in .zlangp in the preset, you can change it to .slangp with a text editor.

edit

should be fixed, done blindly from the phone since i couldn’t test it anyway.

1 Like

Just added a new parameter in the ambient light section, it is named “widen lights”.
Its purpose is to let the ambient light to cover a bigger part of the screen.
The previous “Light Falloff” parameter did the same thing, but it operates on the single leds, leading to a loss of coloration, because if every led has a wider area, they blends more tending to dull white.
This parameter, instead, is much more dumber, since it stretch the whole visible texture, so that the the look remains the same, just bigger.

Useful in vertical games:

11 Likes