Koko-aio shader discussions and updates

To mitigate, there are settings to: disable scanlines or disable curvature or highering the number of lines needed to detect interlaced content.

I’m not 100% confident curvature is the only one to blame, i’ll take a look and will come up with a preset for interlaced content, eventually.

Meanwhile, what’s the preset you’re using there, I don’t exclude there is some bug going on, because the scanlines period seems odd, hard to tell by screenshot.

I tried several presets and they all looked the same. same with other core (Mupen64Plus)

I take the opportunity to ask another question, for N64 games (MUpen64Plus) the bg-over seems reversed. Can you tell me what adjustments I should make?

Presets: Monitor-Ambilight-immersive.slangp

That’s unfortunate. In Back/Foreground image section, set wrap mode to default, (which means mirrored repeat), then “Shift Image over Y axis” to either 1 or -1.

It’s a bit hacky, but makes the job done without the need for another parameter.

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I just noticed from the n64 shot, maybe I’m wrong, what’s your output resolution? Proper moire-free scanlines requires at least 1080p.

Also double check: what’s the internal core resolution of flycast? needs to be no more than 640x480

I tried some flycast games with Duimon textures from the extra overlay repo, and the moire is present, but not to the extent i can see in your shots, that’s why I’m asking.

By my part, to eliminate the moire, you can modulate the fake slotmask offset; a value that usually works for my configuration is something around 0.10, but maybe for lower resolutions that varies; it is something I didn’t explored enough.

This is Duimon/preset_monitor-slotmask-bloom-bezel/logo_*.slangp, vanilla, you can spot a bit of moire:

This is with tuned fake slotmask to mitigate moire:

Sorry for the incest:

I use 2 screens, one is 1080p and the other is 1440p

I will do the tests with the settings you mention. Thank you

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Hi @kokoko3k, it’s been a while, your NG1 release truly rocks. I want to upgrade my arcade presets to NG1 asap and would like to stay at the standard as closely as possible, pls tell me what you think of this - thanks!

#reference “…/…/shaders/shaders_slang/bezel/koko-aio/Monitor-Ambilight-immersive.slangp”
BEZEL_INNER_ZOOM = “-0.110000”
BEZEL_FRAME_ZOOM = “0.090000”
BEZEL_R = “-0.220000”
BEZEL_G = “-0.220000”
BEZEL_B = “-0.220000”
BG_IMAGE_ZOOM = “1.002511”
BG_IMAGE_ROTATION = “1.000000”
BG_IMAGE_NIGHTIFY = “0.500000”
AMBI_STRETCH = “0.400000”
GLOBAL_OFFX = “0.003500”
GLOBAL_OFFY = “0.021000”
GLOBAL_ZOOM = “1.022498”
bg_under = “…/…/shaders/shaders_slang/bezel/koko-aio/textures/arcade_textures/1942.png”
bg_over = “…/…/shaders/shaders_slang/bezel/koko-aio/textures/arcade_textures/1942.png”

referenced png attached

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Hi @kokoko3k do you know why the LED light appears a bit noisy behind my overlays in the latest version?

I played with some settings to exaggerate the look, so you can have a better idea.

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Thanks, it seems fine to me, and parameters are solid.

It is also good you referenced the immersive preset, but keep in mind that since it looks good for low to mid brightness images, but not so well on brightest ones (or on images with an high brightness range), where clipping occurs. I think i’ll add another parameter to modulate the blending on brightest colors. Stay tuned.

Mmh, could it be due to the grain added to mitigate banding effect; but it should be not so much different from the previous one.

Also it changes from frame to frame, so it should not be that evident in motion.

That setting is not configurable runtime, but we can understand if it is the thing to blame if you edit shaders-ng/config.inc and change the line

#define NOISEPOWER_AMBI_MUL 8.0

to

#define NOISEPOWER_AMBI_MUL 0.0

Save and reload the shader preset.

That way, ambientlight debanding is completely disabled; then maybe I can think of completely disabling debanding when using background pictures, to say one.

-EDIT-

I just tried your pack with new version; the issue we’re seeing depends on debanding, yes, but more than that, by the fact that you are overdrive the led power.

You can safely reduce it by reducing the power/falloff ambientlight setting to something around 1.0, which should be enough.

Also, there are other parameters you can play on that specifically adapts to what you’re after and would allow you to further reduce the power needed by leds to shou up through the “grille” and the “widen light” setting that allows you to stretch the lights without overdrive it.

Much important, maybe: take a look to “led internalness” ; reduce it so that you can move the leds right under the grille.

These are all new settings, i think, play with them, this is an example of a possible parameters combination that may work for you:

Ps: lately I’m having network problems with my development pc, so fixes and commits are in standby atm.

-EDIT-

Network problems solved , yay!!

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Btw, i did not answered to the direct question. Tv-presets that does not emulate scanlines are safe to use. eg anything under:
koko-aio-slang-presets-and-overlays/Duimon/presets_tv-aperturegrille-bloom-bezel
or
koko-aio-slang-presets-and-overlays/Duimon/presets_tv-slotmask-bloom-bezel (new entry)

You may also want to take a look to immerisive presets conversions, eg:
koko-aio-slang-presets-and-overlays/Duimon/presets_Monitor-Ambilight-immersive/

@estefan3112: about my previous statement:

I just pushed some code to mitigate bright clipping; it should be now safe to use whatever texture you want regardless of the ambient light settings.

I tried your settings and played with other settings but still couldn’t achieve the same result as the previous koko-aio versions. Not sure at which version this became a problem (my bad for not testing earlier).

You’re right, i just opened the texture you’re using and understood that you use a VERY low alpha, so you need to push the lights alot.

I just pushed a fix that disables the grain/noise/debanding thing when using a background image.

Will update this post as soon as i ask it to be merged with official retroarch version.

PR done, now we just wait for it to be merged.

Many things Included in the commit because of the Murphy’s law, I guess:

  • Disable ambientlight debanding grain/noise when using a background @Starman99x Mitigate clipping on bright background images when mixing ambilight over them
  • Mitigate clipping on bright background images when mixing ambilight over them @estefan3112
  • Bloom strength on white area was broken when using content geometry override, fixed
  • Allow to define ambientlight wideness for rotated games, rotated games will automatically get a wider ambient light by default. @estefan3112
  • Switch TATE mode to Auto by default, should affect all of the presets @estefan3112 @Starman99x
  • Mitigate glitch patterns in Generic-Handheld-RGB.slangp @ComfyTsu
  • Mitigate pattern glitch in Monitor-Screen_Hmask_Wide-Core_SlotMask.slangp
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Thank you very much. Maybe I could reduce the alpha though if debanding is important, since other textures and designs don’t use alpha but are cut out instead (like soqueroeu’s overlays).

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No worries, debanding has little meaning when using solid background, and even less when when using a background image where spotting banding is almost impossible.

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Thanks a lot for the immediate feedback! The new preset is indeed a nice choice and significantly reduces tweaking. Some work ahead still …

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Added 2 presets to handhelds folder, named Dots_1-1 and Dots_4-3.

First leaves the aspect ratio uncorrected, second one forces it to 4:3, they emulate a dot matrix display with rounded lights, work well for low res devices like GBA and so on.

With a bit of gain more, they perform with their own style on megadrive (not so well on snes, I don’t know why):

7 Likes

I updated @soqueroeu 's arcade pack for better LED configs.

And here’s a new handhelds pack featuring some good old overlays by Lodan-Zark for GBA, GBC, GB, Game Gear and WonderSwan. With a lot of extra colors modded by me:

I adjusted the brightness of GG, GBC, and WonderSwan presets later, so they look better than the screenshots now.

My main repo for more stuff.

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Hi @kokoko3k Any way to show bg_under and bg_over at the same time?

Sorry, nope.

At most, you can modify the bezel texture which acts like a bg_over on steroids :slight_smile:

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That’s exactly what I’m doing, editing the bezels.

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Slotmask on wide Horizontal masks looks good:

Monitor-Screen_Hmask_WideR-Screen_SlotMask.slangp

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