Thank you, but I’m not saying the gpu usage is 7%, I meant it went up by that versus the previous release, lol! On that igpu it reaches abput 90fps so the gpu usage stays around 65% for 60fps/240p content at 1080p.
I understood this. However this is still the first time that I’m learning that this brilliant piece of work runs on an IGP, hence my pleasant surprise and elation, despite the performance regression.
Hi kokoko3k , congrats on your awesome update, it’s quite a leap forward in terms of quality and beauty. I loved being able to choose the style of slotmask I prefer, and while you’ve seen higher CPU usage, personally the performance for what you offer is still outstanding. Congratulations and thank you very much for your work. I think you’ve peaked by now, I can’t imagine what else you could work on with this shader. Top!
Truly excellent shader, especially considering the quality vs performance. A quick questions: I use a modified version of CRT-Universal for most of my imaging needs (vignette, colour, blurring) - is there a chance I can just insert this as a pass within your shader to use it with some of your features (background, bezel, mask)?
Hello, sorry for the off topic, but this CRT Universal is interesting, where can I find the latest version please? thank you
There should be a link to it in that first post itself…
Thank you
Unfortunately, to keep performance at a good level, koko-io is very “tight”, this means that inserting external passes or even include it in other shaders is not a straightforward task, sorry. I’ve looked to the shader you posted, and i think you can play with koko-aio settings to look similar to it.
@kokoko3k ciao!
first, great job with your shader!
I wanted to try your pal preset but it doesn’t shows up with the online updater (I’m on windows). Is it still in the process to be added?
Now together with the Super XBR GDV your shader is my safe haven to emulate a little bit of everything with a good result, plus yours is extremely featherweight in terms of performance. Heartfelt thanks for your work.
Yes, sorry. I’ll try to get it merged tomorrow, by now you can grab the 3.5 release from github and unpack it somewhere in your -already in place- slang shaders folder.
since koko aio is meant to emulate lores content as its main goal, the very first pass scales everything to 2x.
Unfortunately the scale parameter is fixed in retroarch, so I couldn’t made it variable if the source content was already hires, this was one of the first problems i faced, and decided to go for 2x.
That said, on cores with an higher native resolution, I think you can safely set the first pass scale to 1x and gain a lot of performance without any quality loss.
Let me know if it is the case!
For the moment everything is perfect, your shader being able to perform well with poorly optimized and heavy cores. Essentially some of my problems are related to cores. But your shader is perfect for me. The only thing I’ve just noticed, compared to the HSM Mega Bezel as a yardstick, is that when I turn off the curvature, small black side bands remain, this when I use your bezel version, otherwise with the basic version of course no problem about it. Your work is pure gold, thank you for what you do
I’ll have to play with it a bit as the combination of a modified CRT-Universal and an NTSC filter does some pretty amazing stuff to the waterfalls in Sonic - combined with your shader for slotmask and ambient lighting makes it all look even better
Ahah, so you did it!
Yes, bezel is bound to curvature as the bezel borders are rounded, maybe I will provide a straight bezel in the future.
As for my previous suggestion, I advice you to try to modify the scale of the first pass that scales to 2x to1x instead (is the first or the second pass, it depends on the version you are using).
I think this not only would give you extra speed, but will also make antialiasing better.
After doing that you either need to save a new preset and reload, or select “apply changes”.
I did, but very brutishly, by replacing the FXAA pass (which I do not use) with crt-universal. It works, but it applies itself to the entire render, not just the inside 4:3 output, which is not ideal for it’s vignette, but it works for now. My only concern now is trying to address the issues you noted with hi-rez p-uae (title screen to Disposable Heroes, etc)…
Hi kokoko3k, I’ve tried to apply your advice, but I have a feeling that the image is somewhat worse. Unfortunately I have no way to send you screenshots because I did a quick test this morning before leaving the house, and I’ll be away from home for a few days. I prefer to stick with your settings, they are excellent from every point of view. If you can fix in the future that uncurved image "problem"as I told you in the previous post, that would be perfect. I repeat, your work is pure gold.