Koko-aio shader discussions and updates

Will take a look.

K…and I must write at least 20 characters lol

1 Like

Spot works with Glcore…

1 Like

IF you use fuzzy screen coords on with the settings I shared, then you need to drop the gamma by 6 points, which also seems to help with glow a bit more.

I was just modifying the code to make fuzzy screen coords automatic and remove the setting.

It is and should really be used only when the coordinates are set to screen and the multiplier is set to a value different than 1.0, or it will completely ruin the mask.

Check by yourserf, disable scanlines and vertical cell mask 2, then switch fuzzy screen coords on/off -> mask ruined.

Do the same with vertical cell mask 2 solo -> mask completely gone :slight_smile:

Under the hood, “NOT” using fuzzy screen coords, makes the emulated pixels to snap to the real screen pixels.

This is wanted when you want a pixel perfect 1:1 mask, but not wanted when the you want to draw something that does not matches the screen pixels (eg: when you use non integer zooms for screen masks).

2 Likes

Understood…I think.

Keep up the good work.

1 Like

If you are not using integer scaling, then this option is usefull? or it only relates to the mask drawing inside the shader?..Think I’m answering my own question lol.

Yes :slight_smile:

Nope, it only operates inside mask functions.

1 Like

Sorry if it seemed like a daft question, but some settings have a cascade/knock-on effect.

1 Like

Yes, i know; trying my best to simplify things.

That’s why I’m going to ditch screen coords vertical mask 1 for scanlines (never used) and auto fuzzy coords when needed.

Edit: Done, it should be a bit easier to setup.

4 Likes

I cannot reproduce on my system, glcore + deconvergence is working fine here:

Using mesa 23.0.3 + Radeon RX 5600XT

After reading about magic glow and theories on glow and what it has to light, i tried to just sum the bloom to the content before applying the mask, and got this, pushed it alot to show better the result:

This is when it is applied after (tuned levels a bit to match the other picture):

So far, it seems that the former should be more “” “” “” accurate “” “” “” ?

-EDIT- I’ve to admit that it looks sexy, so I wonder if it may be worth to add (yet another) parameter to modulate between “backside” and “frontside” bloom.

…and then another question, it is not that easy, since the scanline gaps should be cleared by the backside glow at least to a certain extent, right?

4 Likes

Could the difference be down to AMD discrete vs Agpu (soc) I wonder?

Former more accurate - I think that depends on what type of tube is being emulated. My pref is pic number 2, but, as they say, it’s all down to the eye.

With you on that one…totally agree…is it the case that it needs a blend of the both? Just thinking outloud.

1 Like

Further reading the thread about phosphor illumination, I think the bloom should not go before drawing the mask, it should not light the mask itself, but just the bare unexcited grid.

Dev repo just carries another parameter “Black level of the unexcided phosphor grid” that allows to see it.

It is enabled by default with subtle effect, but even the lowest visibility produces moiree when drawind the rgb mask at core coordinates and using curvature, because the steep mask curves.

@crtJoe (about the black level)

8 Likes

Hi there, I made 2 presets that uses 1.375x wider mask while staying at screen coords; those presets can be used with different core resolutions and the masks stay at the same size, contrary to core-sized masks.

Phosphor still width depends on input luminance tho.

If you want wider pixels, but your device has still problems, you can manually edit the setting: PIXELGRID_MUL_X . Setting it to, say, 2.0, will give you double width mask; the higher the value, the more the width and more room for phosphors to dynamicalli grow/shrink.

Those presets stay in presets-ng/Safe-to-use/

Monitor-ScreenLevel_HMaskWide-Aperturegrille.slangp

Monitor-ScreenLevel_HMaskWide-Corelevel_SlotMask.slangp

11 Likes

Hello koko3k, I don’t know how to thank you. I use your version with slotmask and activate the FXAA, and the result is spectacular, exactly what I was looking for. You’ve gone beyond all expectations with your work, and I hope your final update has these presets officially available. Just one question, I wanted to add your new NTSC method, as you showed in some previous post with Sonic, as well as toggling the “NTSC: color artifact enanle” option what should I change? Thank you so much for your work always.

2 Likes

The difference with the previous version is that CVBS bandwidth limited chroma (chromableed) can be selectively cancelled too in zones not covered by artifacts.

So you have/can enable it and then modulate how much you want it to fade away and artifacts to be blurred more.

From docs-ng.md:

**CVBS: NTSC color artifacts: **

Show NTSC artifacts mask (debug):
    This will show only the part of the image that contains artifacts.
    Use it to for a better visual feedback of the following parameters
Selective artifacts treshold:
    Tune this to select more or less artifacts, depending on their strength.
Non-artifacts: Cancel blur (Glow):
    How much the glow/blur function will skip blurring "unartifacted" areas.
Non-artifacts: Cancel Bandwidth limited chroma:
    How much the Bandwidth limited chroma function will skip blurring 
    "unartifacted" areas.        
2 Likes

Hello, here are some screens adding to your presets, as well as the FXAA, also the NTSC color alteration by performing the settings seen through some of your screens on the subject. What do you think about it ?

2 Likes

The NTSC blur effect is perfect but I would like to find a way to keep the original color. Can anyone please advise me on the optimal values to insert?