Koko-aio shader discussions and updates

I cannot reproduce on my system, glcore + deconvergence is working fine here:

Using mesa 23.0.3 + Radeon RX 5600XT

After reading about magic glow and theories on glow and what it has to light, i tried to just sum the bloom to the content before applying the mask, and got this, pushed it alot to show better the result:

This is when it is applied after (tuned levels a bit to match the other picture):

So far, it seems that the former should be more “” “” “” accurate “” “” “” ?

-EDIT- I’ve to admit that it looks sexy, so I wonder if it may be worth to add (yet another) parameter to modulate between “backside” and “frontside” bloom.

…and then another question, it is not that easy, since the scanline gaps should be cleared by the backside glow at least to a certain extent, right?

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Could the difference be down to AMD discrete vs Agpu (soc) I wonder?

Former more accurate - I think that depends on what type of tube is being emulated. My pref is pic number 2, but, as they say, it’s all down to the eye.

With you on that one…totally agree…is it the case that it needs a blend of the both? Just thinking outloud.

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Further reading the thread about phosphor illumination, I think the bloom should not go before drawing the mask, it should not light the mask itself, but just the bare unexcited grid.

Dev repo just carries another parameter “Black level of the unexcided phosphor grid” that allows to see it.

It is enabled by default with subtle effect, but even the lowest visibility produces moiree when drawind the rgb mask at core coordinates and using curvature, because the steep mask curves.

@crtJoe (about the black level)

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Hi there, I made 2 presets that uses 1.375x wider mask while staying at screen coords; those presets can be used with different core resolutions and the masks stay at the same size, contrary to core-sized masks.

Phosphor still width depends on input luminance tho.

If you want wider pixels, but your device has still problems, you can manually edit the setting: PIXELGRID_MUL_X . Setting it to, say, 2.0, will give you double width mask; the higher the value, the more the width and more room for phosphors to dynamicalli grow/shrink.

Those presets stay in presets-ng/Safe-to-use/

Monitor-ScreenLevel_HMaskWide-Aperturegrille.slangp

Monitor-ScreenLevel_HMaskWide-Corelevel_SlotMask.slangp

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Hello koko3k, I don’t know how to thank you. I use your version with slotmask and activate the FXAA, and the result is spectacular, exactly what I was looking for. You’ve gone beyond all expectations with your work, and I hope your final update has these presets officially available. Just one question, I wanted to add your new NTSC method, as you showed in some previous post with Sonic, as well as toggling the “NTSC: color artifact enanle” option what should I change? Thank you so much for your work always.

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The difference with the previous version is that CVBS bandwidth limited chroma (chromableed) can be selectively cancelled too in zones not covered by artifacts.

So you have/can enable it and then modulate how much you want it to fade away and artifacts to be blurred more.

From docs-ng.md:

**CVBS: NTSC color artifacts: **

Show NTSC artifacts mask (debug):
    This will show only the part of the image that contains artifacts.
    Use it to for a better visual feedback of the following parameters
Selective artifacts treshold:
    Tune this to select more or less artifacts, depending on their strength.
Non-artifacts: Cancel blur (Glow):
    How much the glow/blur function will skip blurring "unartifacted" areas.
Non-artifacts: Cancel Bandwidth limited chroma:
    How much the Bandwidth limited chroma function will skip blurring 
    "unartifacted" areas.        
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Hello, here are some screens adding to your presets, as well as the FXAA, also the NTSC color alteration by performing the settings seen through some of your screens on the subject. What do you think about it ?

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The NTSC blur effect is perfect but I would like to find a way to keep the original color. Can anyone please advise me on the optimal values to insert?

I’m afraid i did not understood what you’re after.

If for "original color’ ypu mean the one tjat comes out of the core, then you have to use “cancel bandwidth limited chroma” or disable it (“cvbs limited chroma enable”)

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I noticed that the minimum phosphor width and mask gamma were misconfigured and wont’t allow the phosphors to shrink enough, here’s the tweaked/updated version, increased the min/max X range and tweaked X gamma:

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Sorry, I didn’t explain myself well: I meant to eliminate the color alterations that I noticed in some points, as shown in the images. As you can see, for example, Ryu’s face or the low Japan writing.

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It seems you don’t like: “CVBS: NTSC color artifacts”

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I like everything, the final effect it gives to the image together with the FXAA is wonderful, but I would like, if possible, to obtain this effect without these alterations. Otherwise I have to look for another way, but seeing the image you posted of Sonic I hadn’t seen other alterations apart from the waterfall. I apologize for my ignorance and for my difficulty in understanding certain technical discourses.

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This screen is perfect, I don’t see the color alterations, and it has become my point of reference. Except the mask, the ng mask you created is absolutely perfect.

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The whole waterfall is altered in color, also:

image image image

You can modulate the treshold to under which a pixel is considered artifacted or not using “Selective artifacts treshold”.

Then you can choose to sharpen non artifacted pixels:

Keep in mind that if a game has not been produced for ntsc systems would probably not look good, because ntsc itself was exploited in a conscious manner, explicitely generating and, i guess, avoiding artifacts where not needed.

Try with some Megadrive game as a start.

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Heartfelt thanks for your help. Tonight I download your new version on GitHub and do more tests. As always, your work is fantastic.

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Does this allow you to control the intensity of the CVBS: NTSC color Artifacts

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