Koko-aio shader discussions and updates

Thanks. just a quick question, do the overlay presets display properly in your phone?

Asking because RA on Android seems to have issues with jpg loading.

The pocket ones don’t seem to work and the mono ones are glitchy. They look the same in portrait mode

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Thanks, I was expecting that; just fixed overlay presets btw.

Some shots of PlayStation games with your TV preset, the incredible beauty and lightness of your work leaves me amazed, consider that they are taken from smartphones with a fixed 60 fps. A wonderful magic.

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Finally found a workaround to load jpgs in retroarch for android without glitches, it turns out it doesn’t like blacks, so rise them a bit:

All overlay presets updated and working on my phone, yay!

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Better and better, thank you so much for your tireless work!

Using those masks on a phone is a bold move! Any chance you have a pair of decent second hand eyes to give away?

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hahahaha and yet I found them beautiful, even if it’s actually true, on my 24 inch it’s a different story. However, everything was born as a benchmark, and the lightness of your work continues to leave me surprised every time I see it. With other shaders I am unable to play PSX on my current phone.

A question: do you think your “Monitor FXAA” preset is also suitable for emulating Computer Amiga or MS-Dos? I would also like to dedicate myself and emulate these machines.

The question arises from the fact that I discovered that PC monitors use a sort of double scan line on Dos contents, although it may not be useful given that your presets use FXAA which in itself smoothes out the image.

I emulate Amiga without issues, it is a bit higher in gpu use because uae core defaults to double the X resolution, but you can rever that in the core settings.

Ms-Dos, on the other side uses 31Khz monitors; as I remember there were no visible scanlines and the image was damn sharp and blocky, so if you want to recreate that look, then a simple rgb-mask without scanlines nor fxaa, nor any smooth is the way to go.

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Got it, thanks so much for your advice!

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I wanted to ask if there is a way to use the Generic-Handheld-RGB shader without integer scaling. When I turn integer scaling off in the shader settings it will make a weird pattern on the mask.

Hi there, hard to tell without a screen, but My Crystall ball ™ suggests that you have to play with:

(horizontal mask)
phosphors width min/max and min-max gamma
and/or
(scanlines)
phosphors height min/max and min->max gamma

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I forgot the picture😅 but it was ‘phosphors width min/max’. Now it looks correct. Thank you

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I’m unable to get the artifacts:

can you tell me how to reproduce, so that i can tune the preset to survive non integer scaling?

10x!

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Strange on screenshots it’s not that visible. You can see it much better in motion in scenes like this.

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At the start of Lady Sia I can see it clearly on that wall if I move right or left

I’ve seen this preset a few post earlier. Will you release this one? It looks really good.

Monitor-FXAA-sharp-Aperturegrille.slangp

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Thanks, will check it out.

About the preset, if i’m not wrong there were some moire problems, so i did the (core)slotmask variant that tricks the eye and mitigates it.

Will give it a look.

-edit-

There you go, had to lower the overmask strength, it attracts moire patterns like honey for bees.

Monitor-FXAA_sharp-aperturegrille.slangp

(Un)fortunately, i cannot spot it; what settings exactly fixes it on your side?

If I put ‘phosphors+gap’ count to 3 it makes it much less visible. But it changes thr mask a little.

That’s because the vertical gap is halved.

What if you just switch from Mask type preset = 0 to 4 or 6?