Koko-aio shader discussions and updates

Since you’ll need to mess with .slangp files using a text editor, I recommend Notepad++.

  • Start by loading one of the default koko-aio presets located in shaders_slang/bezel/koko-aio.

  • Adjust parameters to your liking, but make sure that “background image” is enabled and that “image over content” is disabled (you’ll need the bezel enabled too, obviously).

  • Now go back, choose save shader, make sure simple presets is on, then save shader as “name of your choice”.

  • Now in your file explorer, navigate to RetroArch/shaders and open your newly created shader preset.slangp with Notepad++.

  • Here we want to override the default bg_under without deleting or replacing it, so at the bottom type the following:

bg_under = “path/to/your_custom_image.png”

Choosing the path and filename accordingly. Note that this method is most useful with those solid background overlays that have no hole in the middle.

While some other overlays won’t look right this way, and require to be used as bg_over instead, in that case you’ll simply need to use bg_over = instead of bg_under = and you’ll need to enable bg over content (BG_IMAGE_OVER = “1.0”).

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Thank you so much this was very informative and simple to follow. I highly appreciate it brother :clap:

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@kokoko3k I just found out that this method doesn’t work with vertical FBNeo games, I get this result:

These are the overrides I used:

#reference "…/…/Arcade_(Main).slangp" BEZEL_R = "-0.420000" BEZEL_G = "-0.400000" BEZEL_B = "-0.300000" BEZEL_CON = "0.950000" BG_IMAGE_OVER = "0.000000" DO_AMBILIGHT = "0.000000" DO_GLOBAL_SHZO = "1.000000" GLOBAL_ZOOM = "1.005500" BG_IMAGE_WRAP_MODE = "1.0" bg_under_wrap_mode = "clamp_to_border" bg_under = "…/…/textures/Arcade_Vertical_A1.png"

Disabling both wrap mode overrides gives this result instead:

This issue doesn’t affect the bg_over method:

Works like a charm for background artwork as well. I seriously consider reworking all presets to Nightify & LEDs, as the effect plays out so nicely…many thanks!

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@Starman99x - do you use the latest code from GitHub? That issue has been fxed recently, works for me …

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Oh I see, no, I only use the latest RA updater version. I wonder when this fix will be pushed to RA updater, since I’m almost done with the @soqueroeu pack.

Asap, I promise :grinning:

Meanwile, it would be great if you could test the latest code too to check everything works as expected for you.

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I’ve just uploaded 4.0 to github (see main post for links) and it is in the process of being reviewed and hopefully merged soon upstream to be updated right in retroarch.
Main post updated with changes over 3.9, have fun!

-EDIT

At the time, of integer scaling inclusion, i forgot to present you it in combination with the new feature to skip drawing any rgb mask and just drawing the “gaps”.
This made possible to achieve sharper visuals, probably useful for emulating flat lcd handheld screens like gamegear, altough the vertical gaps should align to content pixels and they don’t right now. (set browser zoom to 100%)

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I stumbled upon this same mask a while back. It’s surprising how well it works at couch mode distances, but lacks subtlety up close. It’s a decent option for 1080p.

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Is it possible in the latest version to align corner reflections with the conversion point of the overlay’s edges?

soqueroeu pointed that mega bezel can do that:

It would be especially useful in case there were too many textures to redo.

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Nope, I already explained the reason in the past:

While I use a pre-generated png for the monitor frame, Mega Bezel generates the whole thing at runtime, so it is more versatile ad adaptable via parameters than koko-aio.

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Hi Kokoko3k, I wanted to thank you again for your work. I use your shaders on a regular basis with RetroArch on smartphones with surprising results in terms of quality and performance. I have a Poco M4 Pro, and of course I use a joypad (you hate touch controls in these contexts). These are shots using your tv-aperturegrille-bloom-bezelwider preset with very small tweaks (I brought the gamma out to 55 and turned off the BRG deconvergence for darker colors and better sharpness. Thanks again.

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Small side note: doing this post, since it wasn’t recognizable from the screen, I saw that on that preset keeping the RGB deconvergence active improves the smoothing of things, as you can see from the screenshot of the Shinobi III screen, so I think I’ll keep just that change to the gamma out (the smartphone has an OLED screen, the colors are stronger than average) Thanks again for your work.

Very subtle, but yes, it is expected to apply some kind of blur.

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I finally got to try the latest release, but it seems that you adjusted some default parameters that I was counting on in my custom presets, since I didn’t think I would need to override them in case of such future changes, this is the first change I found so far:

The Red, Green, Blue values were at -0.30 or -0.50 I don’t remember.

I will redo all presets.

Yeah, i slightly changed them, sorry :stuck_out_tongue:

…at least you can override with ease, keep up the good work!

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Hi. Small bug in ver4 - there is a faint black vertical line on the left and right side of the screen - should be easy to spot on a game with a white background (sonic etc) using any of the TV settings.

@oldpainless Weird, I tested all of the presets before release. Could you send me a screenshot please?

You can see them on the left and right hand side (1080p output).