Koko-aio shader discussions and updates

Thanks for the advice and help.

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@ROBMARK85 @Cyber

Did it, here you see ntsc artifacts pushed way too much (3x), just to show the new feature:

Then, now you can use the treshold to cancel artifacts falling below it:

And there you see the result:

It cancelled almost everything, leaving some green eye and blanka’s hairs. I hope starting from a normal artifact strength will produce better results, let me know!

Also, i noticed that i’ve had disabled the chroma bleed cancellation feature by mistake, so thank you for give me the opportunity to fix that too :slight_smile:

And, modified the parameter names and documentation to hopefully be more understandable:

Consider artifacts above this treshold:
    Tune this to select more or less artifacts, depending on their strength.
Show the mask of selected artifacts (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

1* Under treshold: Cancel blur (Glow)
    How much the glow/blur function will skip blurring "unartifacted" areas.
2* Under treshold: Cancel Bandwidth limited chroma"
    How much the Bandwidth limited chroma function will skip blurring 
    "unartifacted" areas.
3* Under treshold: Cancel artifacts
    How much the artifacts under the treshold will be completely removed.

Edit: Ah, another thing, if you’re not interested in the artifact colors, you can even put the artifact strength to 0.0, and since this will not clear them from the artifact mask, it can be still used to modulate the blurs:

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Great show, thanks for this nice upgrade @kokoko3k. Now the artifact is barely noticeable and not annoying at all. Thanks for your immense work.

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Great job. For me, this seems like one of the last bits of the puzzle now solved - to recreate what the devs exploited using an analog chain, witthout making too many sacrifices in the process.

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Eh, i’d like this statement to be true.

Unfortunately per game tweaks may still needed, but at least the basal result should be now a bit higher :wink:

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Looks pretty good here with the other tweaks i’ve made.

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Mask stagger is a bit misaligned for screen zoomed masks; it seems to happen in the middle of the triad (worse, in the middle of the phosphor), will check it out today.

-OK- fixed that, even if nobody noticed :slight_smile: This returns every there and then, hopefully this will finally fix it.

Spot the difference! mask_unaligned

Don’t be shy then :laughing:

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1080p output on a 4k OLED (in PC mode):

EDIT - wrong one posted, now corrected.

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Have you recently made any changes to/or could impact tate mode?

Not that i can remember, do ypu have problems? It could be helpful to know when they started, but i will check if here is all right.

-EDIT- Confirmed, works good here in auto mode with mame 2003 plus, or whatever with forced mode.

Maybe in the last day or so - forced tate mode throws out the vertical scanlines. You should be able to spot it.

Is it possible that you’re confusing vertical mask at core level for scanlines? They would look very similar.

yes, it could be that. Also, could you check the current version of mame (0.251)?

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https://forums.libretro.com/uploads/default/original/3X/5/1/51f9ad1278ff1d1302bd0afaf0ebc434272302f5.jpeg

definitely not tated, you can see by phosphors, will check mame 0.251

Have you already tried to switch from/to vulkan?

Yeah, also use Vulkan when I can.

mame 0.251, working fine in forced or even auto mode: image

Odd…on amd vulkan? Using the latest repo code?

Hello @kokoko3k, and hello everyone. I think I found the ultimate configuration by going through the “Monitor-ScreenLevel-HmaskWide-Corelevel-Slotmask” preset. Here are some images that you can see through links taken from the arcade version of “Marvel Super Heroes”. I think that just a little more brightness is missing, if you have any advice or shortcuts for me please let me know, as well as your feedback. Compared to the reference preset, I activated the FXAA and the CBVS, the latter had the strength modification at the value of 0.30. The rest is unchanged from the author’s settings.

https://imgur.com/gallery/Fk4BRFt

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