looking great bud, thank you a lot for kind help.
Is this preset being developed by you?
I encounter an issue with DOS games where I have to set it up to work with 70fps. Sometimes I move out from menu to game and I suddenly stop seeing the overlay. After some tries, it shows again after closing up menu.
Also, not all the time is showing up proper ambient lights that seem to change depending of game colors.
Even further, I have a 1600x900 20" VGA monitor (yes, even on 2023) and doesnāt show the whole overlay properly. Lower part of monitor canāt show up completely as your exposed picture. Do you know if this can be fixed up, please bud?
Unfortunately, those issues smell related to some problem with graphic drivers. You could try to switch from/to vulkan/glcore as output retroarch video driver (restart retroarch after the switch).
whatās your cpu/gpu specs?
for the last problem, you can zoom out bezel,overlay and content, but maybe it is better to see if you can address other issues first.
The issue goes away if I set the core to 60fps. So, not sure if you develop that preset/shaders or can be delivered to somebody to take a look at, but DOS games (not sure if all) require to be played on 70fps or you experience some frame jumps in-game. I dont know how to explain it, but standalone DOSbox never gave me this issue since by default (I guess) could run games in 70fps. In RetroArch, it has to be set up manually, but you can find that out in options to see it yourself if needed. core options > Timing.
This all related to your suggested preset, with the lights dissapearing. But also the overlay that also vanishes (sometimes) because being on 70fps play.
I develop the shader, and the shaders on retroarch have not even the concept of what fps are, so if the frame frequency over tine influences the shader, the cause must be something else or something that cannot be fixed by the shader anyway.
By gut feeling, it could be related to missing feedbacks lookups, but it is pure speculation. Already tried to switch RA video driver as previously suggested?
whatās your cpu/gpu specs?
I may have one of the oldest equipments from whole crew around here
i5-2400 3.1GHZ from 2011
GTX 1050 2gb mini from 2017.
20" VGA monitor 1600x900
win10 64 bits.
yeah, GLcore works now. Thank you. Not sure if may be old equipment or just Vulkan driver. It works on 70fps.
Is the lights from right side the only ones that are supposed to change? At least the game Iām looking at.
Always cool to see something new around.
nope koko aio is supposed to work on igps too, but maybe higres input and 70hz are too much.
1050 should be enough tho, check how much is the gpu usage if you can.
the lights should be all around the screen lol.
24% gpu usage on vulkan and 26-28% on glcore. Issue came back to happen again when switching back to vulkan.
yeah, the image is turning on or off depending of the amount of light around the screen. Looks interesting to be honest.
I dont know if may be your creation or from the Mega Bezel project about reflections but this feature alone I like it so much. It gives so much realism to whole experience.
Canāt wait to try it on the MiniPC too - thank you very much, this for shaders itās a lot of stuff !
Similar to Guest.r guru changelog, dev code has a new option called āDedot.ā
I was working on that in the past but for performances and complexity reasons abandoned the idea, now it is finally done, found a simpler way.
That disturbing pattern is the rgb mask you can barely see under the fat scanline:
Now you can clear it:
Ah, watch out for moiree, your eyes are not so good in spotting moiree with dot patterns, but as soon as you mute it into straight lines, it will be evident.
Not yet merged, but iām experimenting with lanczos horizontal filtering rather than gauss.
I think iāll take both implementations, because i think gauss is better for emulating blurry television like signals.
Smooth:
Sharp:
/thanks Hyllian
Loving that sharper version. Seems more accurate to me.
Anyway to post a smooth and sharp from the same game. In addition, that red square in the zoomed out image really helped to identify what the improvement was.
Sorry pal, for some reason (well, holidays) I totally missed your request.
Unfortunately iām still experimenting different smoothing methods to find one that satisfies me in achieving roundness without sacrificing sharpness and those settings posted above are gone by now.
To anyone tinkering with dev code, the halo sharp parameter has changed from x+y to a single parameter and is blurrier for the same values.
So if previously you used halo x (or y) sharpness to, say, 3.0, youāll probably need to push it higher to 6.0 now.
Iām glad you mentioned the sharpness thing , Iāve been adjusting your "low level phosphor grid " preset for a while now , here are some of my tweeks
-
fxaa is enabled in the parameters but the fxaa pass is set to nearest ( it has less effect this way)
-
I disabled the aspect ratio setting from the preset and would adjust it from retroarch scaling section
-
I have opted to adjust gamma from glow section and bloom and left halo and color correction on default values
-
I have decided that I have no morals and added 3 sharpening presets
a- anime 4k , the āluminous strengthā parameter effect the bright area making their edges bigger
b- as sharpness
c- RCA
The preset generally works on high nits/contrast , I use it on sony X90j 50 inch
any tips on improving contrast , brightness and gamma ?
https://mega.nz/file/RdIR2T4b#HCs2oKn-KZx69cgNfw4pXNIRNqJqwF2yAss-9N1df6M
Uh!
I didnāt even ever tried anything similar to that, great job!
Iāll take a deeper look tomorrow to better understand how you achieved that lol, but meanwhile colors look well balanced to me.
Generally speaking, lights look better when you set the gamma in (previously in glow section, now in color correction section), to something around 2.2, then you set the gamma out to 1/gamma in, so around 0.45.
Just another service update:
Input signal strength, previously tied to the glow section, now has been moved into color correction section and works even when glow is disabled.
Parameter name stays the same, so existing presets do not need any manual intervention, just look for this now:
Ok, definitely like the idea, but it is a bit overkill!
My gpu couldnāt stand it, a poor haswell struggled at about 3fps even at 1080p, what kind of monster do you run it on?
Btw, the following is koko-aio, vanilla, no extra passes appended:
While this is with a small addition to the code, that kinda posterizes and pushes the mask levels in a brute way to achieve sharper mask and absolutely requires a lot of pixels to paint to (i like the former more, tho):
mask = floor(mask*16.0)/16.0; mask = pow(mask, vec3(0.5));
Shader preset here
DO_CCORRECTION = "1.000000"
IN_GLOW_POWER = "2.499999"
LUMINANCE = "0.250000"
CONTRAST = "0.020000"
TEMPERATURE = "7000.000000"
IN_GLOW_GAMMA = "2.000000"
GAMMA_OUT = "0.500000"
OFFSET_STRENGTH = "0.300000"
SHIFT_R = "-20.000000"
SHIFT_B = "20.000000"
IN_GLOW_SPREAD = "0.000000"
IN_GLOW_W = "7.000000"
IN_GLOW_H = "7.000000"
DO_PIXELGRID = "1.000000"
PIXELGRID_SIZE_W = "0.000000"
PIXELGRID_H_PRST = "0.000000"
PIXELGRID_R_SHIFT = "1.500000"
PIXELGRID_G_SHIFT = "1.500000"
PIXELGRID_B_SHIFT = "1.500000"
PIXELGRID_MIN_W = "0.400000"
PIXELGRID_MAX_W = "0.500000"
PIXELGRID_MIN_H = "0.400000"
PIXELGRID_MAX_H = "0.500000"
PIXELGRID_Y_MASK = "0.000000"
PIXELGRID_Y_MASK_COORDS = "0.000000"
PIXELGRID_Y_MASK_HEIGHT = "1.000000"
PIXELGRID_Y_MASK_OFFSET = "0.000000"
PIXELGRID_Y_MASK_STEEP = "4.000000"
DOT_M_G_SHARP = "20.000000"
DOT_M_MBLUR_STR = "0.000000"
DO_HALO = "1.000000"
HALO_POWER = "0.099998"
HALO_SHARPNESS = "3.599989"
HALO_GAMMA = "1.400001"
HALO_VS_SCAN = "1.000000"
DO_BLOOM = "1.000000"
BLOOM_MIX = "0.150000"
BLOOM_SIZE = "0.500000"
BLOOM_QUALITY = "2.000000"
BLOOM_GAMMA = "5.000000"
BLOOM_GAMMA_OUT = "1.200000"
BLOOM_POWER = "2.350000"
BLOOM_EYE_ADPT_SRT = "1.700000"
BLOOM_EYE_INERTIA = "2700.000000"
BLOOM_OVER_WHITE = "0.350000"
DO_CURVATURE = "1.000000"
GEOM_WARP_X = "0.000000"
GEOM_WARP_Y = "0.000000"
GEOM_CORNER_SIZE = "0.010000"
AMBI_STRETCH = "0.200000"
DO_DYNZOOM = "0.000000"
V_SIZE = "3.049999"
V_POWER = "1.000001"
GLOBAL_ZOOM = "3.000000"
ASPECT_X = "-4.000000"
ASPECT_Y = "0.000000"
GAME_GEOM_INT_SCALE_MAX = "5.000000"
GAME_GEOM_ZOOM = "2.000000"
GAME_GEOM_OFF_FIX = "4.000000"
TILT_X = "-0.500000"
TILT_Y = "-0.500000"
TILT_FOV = "1.500000"
DELTA_RENDER_FORCE_REFRESH = "1.000000"