Now it looks like this 
I think itâll pass. I generally appreciate Duimionâs presets, but Iâm having too many problems with them.
Now it looks like this 
I think itâll pass. I generally appreciate Duimionâs presets, but Iâm having too many problems with them.
Indeed, Iâm noticing artifacts with citra and this layout as well, it is because the resolution by the core dont and cannot reflect the original one.
This problem is not present on the gba which is shared with this core, because gba core exposes the real hardware resolution and the shader draws a mask per input pixel, but with citra this info is lost in the void, so using generic screen coords is needed.
change the reference line, it should look far better.
#reference "/koko/.config/retroarch/shaders/Duimon-koko-aio/Presets/Nintendo_3DS/3DS_Horizontal-[BigSmall]-.slangp"
IN_GLOW_POWER = "1.500001"
DO_FXAA = "2.000000"
DO_PIXELGRID_H = "0.000000"
PIXELGRID_SIZE_W = "1.000000"
PIXELGRID_H_PRST = "2.000000"
PIXELGRID_MIN_W = "0.050000"
PIXELGRID_MAX_W = "0.400000"
PIXELGRID_Y_MASK = "1.000000"
PIXELGRID_Y_MASK_OFFSET = "0.000000"
PIXELGRID_Y_MASK_ON_WHITE = "0.550000"
DO_HALO = "1.000000"
HALO_NO_PREGAIN = "1.000000"
HALO_POWER = "0.500000"
HALO_SHARPNESS = "7.000000"
DO_VIGNETTE = "0.000000"
I suggest changing the base shader to the psp one, instead of gba. I did that to all dual screen handheld presets because it looks consistent.
Open the duimon presets, youâll find a base shader section at the start, change that to reference the psp koko-aio preset.
Since the PSP preset uses the scanlines code to draw the gap between the LCD cells, they are tied to the core resolution as well.
It works for citra core too, because they are turned into fake integer scanlines automatically by the shader when the ratio screen resolution/core resolution is low enough, still, a more robust way to handle this is to use the horizontal mask bounded to the screen coords.
I decided to add @Hyllianâs great xbrz to the available antialiasing methods.
While in the past I wasnât so prone to do that due to its performance, it turns out that you can skip applying it to any uniform zone.
The check is cheap by itself and applied to all of the methods, so you can expect a big speedup not just for xbrz, but for fxaa and xbr-lv1 too.
On my Haswell, xbrz performance now is even faster than fxaa before today commits:
@ROBMARK85 I remember you were asking for something like that since years lol 
kokoko3k what a nice surprise!! Lately I had abandoned this desire, but I still regularly use your Slotmask preset for consoles and your VGA preset for Windows 98 with great satisfaction. But now that youâve pulled this surprise out of your hat, Iâm happy to also be able to enjoy several games in âremasteredâ mode!!! Thank you so much - your work is immense and precious. Iâm going to download it from the repository right away.
Adaptive strobe has been just upgraded, see here.
As a reminder, albeit its configuration parameters do show up in the shader configuration, the effect is disabled by default in koko-aio, and has to be enabled through config/config-user-optional.txt with:
#define DO_ADPT_STROBE
Hey, hi again buddy. Its been a long time having fun with one of your presets, monitor-ambilight-immersive
Iâve been using for several months an older version from you about this preset and it looked quite good till a couple of days ago.
This preset had an interesting effect to give some sort of âglowingâ if thatâs the correct term for a couple of Letters around a game I play on DOS. Red for example used to look so bright (and cool) prior to update everything and now I tried the same old preset from you, or even most recent version and it no longer show up this way. Now I can see a massive difference with all intense glowing being turned off.
Do you know if this is a known issue or just from my side ? The thing is that some texts used to look so cool but I didnt save a screenshot from main menu in this game which used to show how intense Red colors used to be.
If ever helps, first 2 screenshots are prior to big update i did and the other 2 are post-update
Iâve had this kind of issue before with a couple of saved presets and sometimes, when updating Retroarch, some shaders tend to break so cant find a way to fix because Iâm not experienced enough with shaders coding to patch them up.
Thank you for any help.
Hi there, I think I know what you mean, and it was an intentional change.
Basically, I tweaked the bloom settings to look less the way you liked, but the good news is that it is a reversible change ; the bad one is that I donât remember exactly when it changed, nor if it was a one shot change.
Retroarch shader updates are synced to the main development releases, so you can try to pick and older one from here:
and once you find the one that looks ok, it should be enough to copy its bloom section parameters to the new one.
âŚor just use it as is ofc.
I love this shader and i love the ambi lighting out of the box, but it got me thinking just how much ambient lighting would actually show on an arcade machine placed in the middle of an arcade. Iâm going to start looking at footage from inside an arcade to see if i can see the effect. Iâm guessing that cab inner sides would catch the light most and the cab face where the artwork normally is âŚnot so much.
With that in mind iâve had been playing about with the ambi light settings⌠this is where iâm currently at:
The light position is roughly where the cab inner sides are, with the light falling off again towards the outside edges.
You can only really see the effect on a video tbh, but anywayâŚwhat are your opinions on this?
I donât know,
for the effect you want to simulate, the cab sides where the light reflects on should orthogonal to the screen (?), but it doesnât seem the case by the overlay youâre using.
-edit- oh yes, seen them, very tiny, I think itâs ok then.
As a side note, led âslownessâ should be set to its minimum.
Yeah Iâve set it to lowest⌠I find the whole effect subtle but good. Iâm not saying it couldnât be better though.
Hi there, have a look at my 1942 implementation, which also works with ambilight, maybe you get inspiration for your own usage:
Cheers
Hey @kokoko3k, with the wild hack suggested by @Starman99x, I got a dual screen game & watch game running with koko-aio shaders:
But which handheld presets should I use? This one is with Generic-Handheld-RGB.slangp, which comes with a strange flicker. The Dots presets also provide strange results. Any ideas from your end? Cheers!
Edit: For some reason, the VirtualBoy preset seems to give me the most stable picture without flickerâŚ
There is no handheld preset made for such lcds, but I can make one ofc.
The speedy new xbrz AA method and a slight shadow will fit it 
That would be really great! I shall then wait for a g&w preset thenâŚ
Do you have something on your repo for me to test?
Starting from koko-aio-ng.slangp, I found the culprit: Scanlines Flicker must be off. I also applied the dot matrix, and this looks already quite good! I would DM you the files if that is ok with you?
Sure!
âŚtwenty characters limit
Hi there, here we are:
I used this shitty image as reference:
#reference â/koko/koko-aio-slang/koko-aio-ng.slangpâ
TATE = "0.000000"
PIXELGRID_INTR_DISABLE_Y = "2.000000"
PIXELGRID_INTR_FLICK_MODE = "0.000000"
DO_DOT_MATRIX = "1.000000"
DOT_M_G_SHARP = "9.750000"
DO_GLOBAL_SHZO = "1.000000"
GLOBAL_OFFY = "-0.002500"
GLOBAL_ZOOM = "0.990014"
DO_BG_IMAGE = "1.000000"
BG_IMAGE_OVER = "1.000000"
BG_IMAGE_ZOOM = "1.003000"
BG_IMAGE_NIGHTIFY = "0.300000"
BG_IMAGE_WRAP_MODE = "1.000000"
DO_AMBILIGHT = "0.000000"
bg_over = "/koko/koko-aio-slang/textures/arcade_textures/gnw_dkong.png"
DO_CCORRECTION = "1.000000"
TEMPERATURE = "6000.000000"
COLOR_MONO_COLORIZE = "0.100000"
COLOR_MONO_HUE1 = "0.160000"
COLOR_MONO_HUE2 = "0.160000"
DO_FXAA = "3.000000"
DO_DEDITHER = "0.000000"
RESSWITCH_SYNC_SPEED = "1.000000"
MIN_LINES_INTERLACED = "0.000000"
DOT_M_G_STR = "0.000000"
DOT_M_MBLUR_STR = "0.600000"
DOT_M_MBLUR_MODE = "0.000000"
DOT_M_SHADOW_STR = "0.500000"
DOT_M_SHADOW_OFF = "2.000000"
BACKDROP_JUST_TUBE = "1.000000"
DO_VIGNETTE = "1.000000"
V_SIZE = "0.390000"
UNIFORMITY = "0.800000"
DO_SPOT = "1.000000"
S_POSITION_X = "0.300000"
S_POSITION_Y = "0.600000"
S_SIZE = "1.309999"
S_POWER = "0.250001"
DO_DYNZOOM = "0.000000"
#set this 1 and pause with "K" to preview how it would look with a static noise pattern.
DO_RF_NOISE = "1.000000"
RF_NOISE_STRENGTH = "-0.200000"
RF_NOISE_SPARK = "-0.200000"
What I did:
You can notice how activating the spot lights the black area in the upper part of the screen; this should be easy fixable by blanking that part with a black color, removing alpha, making it opaque.
âŚfeel free to tweak further ofc, the noise is probably a bit too high.