Koko-aio shader discussions and updates

Ok, if you need/want delta render, you may try to higher “Delta render area size”; it should depend on the bloom radius, i guess. I’m disablind DR by default till i sort it out.

I’ll just leave Delta disabled for the time being.

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I slightly changed a function that modulates the weight of the scanlines and phosphors. It is a bit faster and should allow for better mask gamma control in the future.

Btw, even if the result on the paper should be almost, but not 101% the same, I’m unable to spot differences in the final result.

Can you confirm? Thanks!

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Testing atm, but so far nothing negative is jumping out. Same settings zoomed in by 1900% seem to look the same.

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Just scrolling down the posts, and noticed i didn’t answered to this.

You can try to forget about corelevel resolution thing for the phosphor width, stay at screen resolution ( set x resolution=1) and then use the size multiplier of the triad mask to make it bigger ( Cell size multiplier x > 1) ,

I’d try 1.5x or 2x for a start; keep in mind that probably only some specific sizes will be glitches free; it depends on the mask size you use (gm is size 2, rgb is size 3), so keep searching for the sweet spot :slight_smile:

Edit:

As a correction about the glitches, just set ‘allow fuzzy screen coords’ to get rid of them.

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Hi Kokoko3k, thanks for the advice. Unfortunately everything runs smoothly with my smartphone until the moment I go to change, as you recommended, the values of the phosphor mask. As I change something everything freezes. Tried several times already, with updated phone and updated retroarch itself. I’ll wait for the presets of your future final version, because right now I can’t experiment with anything like this. Thanks a lot for your work.

Weird! Does it freeze for all the params or just phosphors ones?

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It’s actually a very strange thing. Only with phosphor parameters. I have a POCO M4 Pro, I noticed that since I updated to MIUI14 strange things happen and I lost a good 10% of performance … planned obsolescence? … however only in that case it hangs, as if it couldn’t process the changes.

Bug report - decon not working with AMD Glcore.

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Thanks, will try asap, but it is weird, since it does not use exotic functions.

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Uhm, blind and wild guess: does “spot” work with glcore?

Will take a look.

K…and I must write at least 20 characters lol

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Spot works with Glcore…

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IF you use fuzzy screen coords on with the settings I shared, then you need to drop the gamma by 6 points, which also seems to help with glow a bit more.

I was just modifying the code to make fuzzy screen coords automatic and remove the setting.

It is and should really be used only when the coordinates are set to screen and the multiplier is set to a value different than 1.0, or it will completely ruin the mask.

Check by yourserf, disable scanlines and vertical cell mask 2, then switch fuzzy screen coords on/off -> mask ruined.

Do the same with vertical cell mask 2 solo -> mask completely gone :slight_smile:

Under the hood, “NOT” using fuzzy screen coords, makes the emulated pixels to snap to the real screen pixels.

This is wanted when you want a pixel perfect 1:1 mask, but not wanted when the you want to draw something that does not matches the screen pixels (eg: when you use non integer zooms for screen masks).

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Understood…I think.

Keep up the good work.

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If you are not using integer scaling, then this option is usefull? or it only relates to the mask drawing inside the shader?..Think I’m answering my own question lol.

Yes :slight_smile:

Nope, it only operates inside mask functions.

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Sorry if it seemed like a daft question, but some settings have a cascade/knock-on effect.

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Yes, i know; trying my best to simplify things.

That’s why I’m going to ditch screen coords vertical mask 1 for scanlines (never used) and auto fuzzy coords when needed.

Edit: Done, it should be a bit easier to setup.

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