no, that’s the best way to handle it, unfortunately.
If you see it distorted, you can use options to force a 4*3/3=12:3 aspect ratio, if you see right proportions, you can use options to zoom out (global zoom option).
Let me know how it goes!
Perfect you managed to do it. I was about to suggest you to disable bezel, curvature and scanlines, but it seems you preceded me
For reference, that worked for me on 1080p:
- Aspect ratio: Numerator:12 Denominator:3
- bezel disabled
- curvature disabled
- Global shift/zoom: zoom = 0.44
- Scanlines: 0
thank you for your advice it will be useful to me if I come across a game like the ninja warrior has 3 screens
Trying the “Slot Mask - Overmask” preset with FXAA activated: what do you think? However, I believe that very bright screens are needed for “Overmask”, or am I wrong?
PS these games are the Neo Geo CD version
Overmask works by pushing the source color and highering the mask contrast.
That means picture brightness can be lower because you cant push the brightest colors, so yes, overmask may still need a brighter display and higher resolutions (to mitigate moire), but still, are very attractive to me somehow.
All my koko-aio packs should be working with the latest koko-aio now. But I didn’t try the new NG presets yet, so no new stuff yet. And I hope @kokoko3k won’t make the 4.1 presets obsolete in future releases, that would really suck.
I’m sorry @kokoko3k I need my hand to be held for this process. I can’t figure out where to put these folders. They keep failing when I try to apply them. In my mind, this is because it is not in the correct location. I placed koko-aio-packs and koko-aio-slang-main inside “retroarch\shaders\slang”. I figured these are different from koko-aio, found in the bezel folder.
EDIT: @Starman99x Hey man, thanks for commenting, I downloaded your update but it seems that no matter where I place the koko-aio_packs folder, it errors out on me. I fixed the issue with koko-aio-slang-main by replacing the koko-aio folder found in “shaders\bezel”. I tried placing the Duimon, Starman and Exodus folders in all of the differen the preset folders inside koko-aio but still they fail to load.
No plans to do that, thanks for the update!
Thank you so very much @bactino Edit: One more question, do I place the folder koko-aio_packs in the same bezel directory?
Hey bud, yes they do work correctly now, thank you, you are awesome! Though I went back to @Starman99x github page and read that the “koko-aio_packs” folder needs to be placed directly into the retroarch\shader folder, so I did that and left a copy of it in my bezel folder as well…just in case. It is getting late and I am sleepy, so I will do more thorough testing tomorrow morning (it’s after 1am here).
Hi @LegzRwheelz sorry for the confusion. Putting koko-aio_packs folder inside retroarch/shaders was meant to streamline the process of applying shaders. So you won’t have to dig deep to reach them and avoid mixing things up with koko-aio’s main folder.
For example if you want to try those new cool arcade bezels by soqueroeu you just go to “shaders/koko-aio_packs/Soqueroeu_Arcade” and pick what you want.
Oh and my presets point to “shaders_slang/bezel/koko-aio” so the main koko-aio folder should be named like that, as shipped with RetroArch by default.
Tell me if you face any problems.
First off, I want to thank you for taking the time out of your day to help me and be kind about it (the world needs more kindness and patience). Second, no worries bud, I am still learning and my biggest gripe is how deeply nested some of these shaders can get, so I REALLY appreciate your approach. I made the mistake of just scanning over and not fully reading the post and not even reading your GitHub page. Once I did, I see what I was doing wrong. I am a bit embarrassed for not doing a better job of reading, esp since I read all the time. lol. I will be toying around in a bit, I am still waking up and have adulting to do before I can have my fun. lol Thanks again for your hard work and for you taking your time to explain what you already explained.
I just finished fixing presets references, they should work again now.
I think i’ve seen it in another game (can’t remember the name), but it seems highering iminum mask width from 0.15 to 0.25 fixes it; i’ve pushed it to dev repo just now.
Could it be related to shader deconvergence probably at 100. At 0 should get away but with no curvature.
The moire is caused by curvature. You may be able to get away with a small bit but disabling it would work for sure.