Koko-aio shader discussions and updates

I wanted to ask if there is a way to use the Generic-Handheld-RGB shader without integer scaling. When I turn integer scaling off in the shader settings it will make a weird pattern on the mask.

Hi there, hard to tell without a screen, but My Crystall ball ™ suggests that you have to play with:

(horizontal mask)
phosphors width min/max and min-max gamma
and/or
(scanlines)
phosphors height min/max and min->max gamma

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I forgot the picture😅 but it was ‘phosphors width min/max’. Now it looks correct. Thank you

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I’m unable to get the artifacts:

can you tell me how to reproduce, so that i can tune the preset to survive non integer scaling?

10x!

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Strange on screenshots it’s not that visible. You can see it much better in motion in scenes like this.

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At the start of Lady Sia I can see it clearly on that wall if I move right or left

I’ve seen this preset a few post earlier. Will you release this one? It looks really good.

Monitor-FXAA-sharp-Aperturegrille.slangp

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Thanks, will check it out.

About the preset, if i’m not wrong there were some moire problems, so i did the (core)slotmask variant that tricks the eye and mitigates it.

Will give it a look.

-edit-

There you go, had to lower the overmask strength, it attracts moire patterns like honey for bees.

Monitor-FXAA_sharp-aperturegrille.slangp

(Un)fortunately, i cannot spot it; what settings exactly fixes it on your side?

If I put ‘phosphors+gap’ count to 3 it makes it much less visible. But it changes thr mask a little.

That’s because the vertical gap is halved.

What if you just switch from Mask type preset = 0 to 4 or 6?

At last, release 1.0-NG is up on github and submitted to be included in official update channel.

Changelog is quite big this time:

Main changes from 4.1

  • Low level phosphor-grid which superseedes scanlines, vertical and horizontal mask. provides more features and is much more flexible by allowing to emulate common masks and freely draft new ones.

  • Add a new overmask preset to increase the whole visible mask (at the price of moire patterns on lower resolution).

  • Add a new Spark look punch to increase the vertical mask effect.

  • Allow to vertically stagger single phosphors to better emulate y-deconvercence.

  • Allow to change vertical and horizontal mask gamma.

  • Spot is now painted over the whole tube when using bezels and not just on the game content.

  • Improved reflection look.

  • Workaround for Flycast + Nvidia + Glcore + Ambient light not playing well (that was tough).

  • Ambient light scene changes are not instantaneous.

  • Selective NTSC artifacts blurring: inverted logic/workflow.

  • Switched to my own curvature function.

  • Luminosity tied zoom now has an hardcoded range.

  • Add an option to show “basal” unexcited phosphors grid.

  • Allow to use negative blurring parameters to switch from gaussian to box + (eventually) unsharp mask.

  • Input gain is not tied to glow feature anymore, moved to color correction section.

  • Prevent bloom from color shifting high tones due to color temperature.

  • Allow to pre-attenuate gain levels before applying halo. That way it does not change whan changing gain and may help in avoiding cascading effects when drafting presets.

  • Overhauled nightify function.

  • Allow to widen the ambient light effect without pushing led power

  • Allow to set virtual led position.

  • New ambient light “immersive” preset.

  • Now ambient light bezel and/or background image colorization can use two blend modes, multiply and add (see foggy parametter)

  • New active (not used because prone to change) parameter to clear dot masks betweeb scanlines (dedot).

  • Ambient light does not depend on color/brightness corrections anymore, set it (once) and forget.

  • Debanding is now applied on green component only.

  • Ported all old preset to new code.

  • Made new presets to show different masks possibilities.

  • Experimental delta render to save on battery powered devices which only render zones of the screen that has been changed Statically disabled.

  • Allow to set minimum lines to detect interlaced content by runtime parameter.

  • Add overlay-powered handhelds presets for: Gamegear,Gameboy Advance, Gameboy mono and Gameboy mono pocket.

  • More colorful Ambient lights.

  • Dot Matrix strength has now an “auto” parameter that adapt the grid steepness to the viewport size to mitigate glitches.

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I found mask type 2 works the best. In most games I’m not seeing it only when there is a solid color and higher contrast but with mask 2 it looks like fine and the mask still looks the same to me. Thank you

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Nice. Looking forward to trying out the new goodies. Been using the slotmask bloom version a lot lately

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Spectacular work, I’m especially loving your NG TV presets, they’re perfect. Thank you with all my heart !

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“Hello, great job! However, I have a problem. Before, I could put games like 1941 in vertical mode, but now I can’t do it anymore. I forced the TATE, but I can’t get the vertical mode. I checked MAME’s options, I tried with the ‘libertro’ option and the ‘internal’ option, but it didn’t work either.”

What do you mean? This is Mame 2003 plus:

I noticed tate mode has been left disabled in some presets, but setting it to auto works as intended here.

Retroarch 1.16.0 FBNeo

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Tate mode just selects how scanlines are drawn; vertical or orizontal, but does not rotate the screen, it never did that.

I have not yet installed retroarch 1.16, but I think it depends on the core or on the new retroarch, but koko-aio never rotated the screen.

Do you see different behaviour with older koko-aio? It is unlikely.

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Ok, I understand that it works differently than HSM Mega Bezel.

@bactino Can you share the preset with which it worked for you?

Just downloaded 1.16 with default shipped configuration, and finalburn neo + 1942 is vertical. Maybe some customization made on your side?

PS: setting vertical mode on in core options actually makes the game horizontal, go figure, so that goes to horizontal for me.

@bactino: just tried mame + 1942 as well and with vanilla config, it is correctly vertical on my side, no configuration needed.

The configuration I have in RetroArch is the one recommended in HSM Mega Bezel.