Koko-aio shader discussions and updates

No problem koko, I’m figuring this out right now and making workarounds. I also discovered that for the backdrop Y & X I need a mirrored value of the global Y & X.

For example if the global y = 0.5 Then the backdrop y must be set to = -0.5

Also, the backdrop does not tilt, it seems.

Oh, I forgot that rotated games will need a swap between x /y, instead of mirroring the global x/y. So we take the global x as it is, and give it to backdrop y, and vice versa.

That image is aimed to reflections or cabs with mirrored trick, so rotations, tilts won’t apply.

the documentation is indeed misleading, i’ll need to correct that.

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@Starman99x @kokoko3k This is the sort of thing I made presetgen for:

It lets you decouple parameters from shader chains and also split up chains into different ‘pipelines’. This makes updating presets much easier because I don’t have to copy and paste a value on like forty presets just because I want to change one thing around.

It is in need of some updates (like being able to override a parameter directly in an input file as a one-off) but it works well enough for me. If you have any questions you can feel free to ask in that thread.

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I finally got it to work! I ended up using Retroarch standalone and updating from within there. Any manual attempts to update the shaders did not work.

For recordkeeping I’m on W11, AMD Ryzen 7 5700X3d, nvidia 4070, vulkan. For me, GLcore is completely unstable and flickering mess. Can’t even navigate the home retroarch menu with nothing loaded. The latest dev version you linked always showed a black screen, even if I reloaded the shader. I tried putting koko in its own folder in the slang shader directory separate from the bezel folder. I also tried using Retroarch standalone and manually copying and pasting the latest shaders. Only the online updater from standalone worked. One thing I noticed is the older working shader bundled with retroarch did not have red or green decay multiplier options under the persistence of phosphors. Not sure if that might be relevant. Anyways thank you for your time and effort.

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That’s problematic, because it will be released at one point and it works fine here.

I’ll need to try with a windows machine and nvidia.

The updated version from standalone has the rgb separate decay times btw, do you confirm?

The updated version from standalone has the rgb separate decay times btw, do you confirm?

Yep, confirmed. I even tried different values on them to check that I wasn’t going crazy or getting things mixed up. Indeed they worked, and no black screen when the scene changed.

I tried with the very latest dev version on a Win10 machine running the latest retroarch, ninja-gaiden and Mesen core, with Vulkan and GLCore output drivers on an nvidia-1660 and everything worked flawlessly, so I’m officially out of ideas.

It was definitely something on my end. I tried one last thing on the steam version, which was resetting retroarches configuration files to default. Viola, the lastest shaders worked. Some games still initialized with a blank screen, but after reloading, everything ran without a hitch for the rest of the time. Multiple scene and level changes with no problems.

What I can’t figure out is what setting caused this single shader option to crap the bed. I toggled vsync settings, run ahead, etc. One thing I noted is there might have been a descrepancy with my refresh rate. For some reason I remember retroarch reporting 59hz a few weeks back but now its at 60hz, but my memory is fuzzy. Maybe its something to do with steam and windows. I’m still new to retroarch so I can’t be certain to all the ins and outs.

I decided to stick to the standalone so there’s less fuss. Either way, thanks for your patience and help. The effort you put into these shaders really means a lot to this old and jaded gamer. A lot of us have been going through rough times, so being able to recreate and revisit these long lost feelings from a more innocent age has been very therapeutic and grounding.