Koko-aio shader discussions and updates

Mostly artifacts and bad refresh. Glcore is fine.

seems fine:

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Oh, that’s nice. Great work anyway. :smiley:

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@kokoko3k are those preset already present in the online updater? I don’t mean the new feature (that sounds vey interesting!) but the mask set up you have in this link to the past and aero fighter 2 from few posts up?

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It is the same mask used in all of the screenshots (just different bloom mixes) and it is not available nor feasible with the current retroarch shipped version because it uses features of the low level phosphorgrid emulation.

Check in the development build (zip in the first post) under:

presets-ng/WIP/pgrid4-Screenlevel_HMask-CoreLevel_SlotMask-Take3.slangp

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BSnes and Vulkan working fine on my amd setup.

Great work as usual!

UPDATE - ok, there are artifacts in some games - check out Rave Racer via Mame and you should be able to see it clearly enough.

So, not sure if it’s related to interlaced and or hires content?

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The 3DO emu is also a good place to see the artifacts at play.

Exactly that, interlaced content is not compatible with delta render, i was just checking flycast just now. It will never be, since the scanline alternating thing is skipped by the renderer. I’ve add a little note in config.inc about it and have to decide how to handle the thing. Disabling delta render when interaced emulation is enabled seems the obvious choice.

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Delta render disabled on interlaced content just now. You can get similar vibe by disabling scanlines on interlacing content and by forcing interlace flickering on non interlaced content tho.

Also added runtime parameters to change forced render interval and area check.

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Just noticed that at least on my Linux rig, Ambient light is broken with nvidia+glcore:
flycast+nvidia+glcore: broken
flycast+intel+glcore: working
flycast+amd+glcore: working
flycast+nvidia+vulkan: working
…weird.

From memory, tha bug also affects PS2.

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Yesterday i checked nintendo64 and worked.
As soon as I have time, i’ll take a deeper look.

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Well, i managed to find the issue, i dont know why in this particular configuration, and only in that particular pass, the reported mod() function acted in a different, but predictable way.
Fortunately a workaround that does not break working cases was not only possible, but also gpu cycle free.

Just pushed, it should work now.

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Cool. Did you get a chance to check the reflections for PS2?

You mean ambient light? Nope, no PS2 content here.
Still broken?

No, ambient light is working, but the bezel reflection doesn’t seem to be working (amd).

Yeah, now i remember. ps2+amd+glcore or ps2+amd+vulkan?

On my setup, pcsx will only use glcore. Although I’m on amd, as far as I am aware, the core only supports glcore for all hardware.

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Tested nvidia and intel and they works as expected, will take a while to test on amd…

Ah, i changed the reflection code for other reasons just yesterday, maybe you didn’t tried and it fixed the issue?

Will d/l and take a look

UPDATE - the changes in the reflection code has fixed ps2 on amd (and possibly other emus that use glcore on amd).

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