koko-aio NG-1.4 has been released and submitted for merging into retroarch official repo, should be available soon via online updater.
Note on updating
Before running the shader online updater, I suggest you to delete bezel/koko-aio.
This ensures that no stale shaders/presets/files will pollute the folder.
Changelog:
Misc
- Xbox/d3d compatibility: add specific workarounds, enable them by editing config/config-static.inc
- New config/config-static.inc and config/config-user.txt files. Use them to change static parameters or tu turn runtime parameters into static ones and gain performance. Keep a backup before updating, ofc.
Presets
- Mitigate glitch patterns in Generic-Handheld-RGB.slangp
- Add two handhelds dotmatrix presets “dots” in uncorrected aspect and 4:3 aspect
- Wider ambientlight in generic handhelds rgb preset
- Tweaked ambientlight on gba night preset
- GBA preset: Switched from dotmatrix to pixelgrid
- Reduce spot power on immersive preset
- Add a simple immersive fxaa preset in the old 4.1 folder
- Updated overmask presets to include unsharp-mask+FXAA and moire mitigation
- New preset Monitor-Screen_Hmask_WideR-Screen_SlotMask
Parameters
- Removed GEOM_CUT_EARS parameter, useless since using my curvature now
- Add moire mitigation option
- Allow to define ambientlight wideness for rotated games
- Allow to switch to fake integer scanlines, always or only on interlaced screens (see docs)
- Haloing can happen on an already “scanlined” image if a new static parameter: HALO_PRE_SCANLINE_GAP
- Remove Inter-cell extra steepness parameter; it has been never used and has very little effect
- Vertical cell Mask->Vertical shift: negative values will select the sharpest line when using screen coords
Fixes/Changes
- Bloom strength on white area was broken when using content geometry override, fixed
- Mitigate clipping on bright background images when mixing ambilight over them
- Disable ambientlight debanding grain/noise when using a background image
- Recentered wx mask so that phosphor falls at the center
- Fixed textures paths in handhelds presets
- Give halo a slight (very slight) rounder look
- Slightly optimized pixel_blank_alternate (still statically disabled)
- Dedot: use green as main channel
- Move DYNZOOM_FACTOR in the static config file
- Switch TATE mode to Auto by default, should affect all the presets
Performance
- Modified debanding code, should be a bit faster now
- Found a bottleneck in the vignette/spot code; small speedup
- Since we gained some fps, switch HALVE_BORDER_UPDATE to 0.0 by default
- small optimization to ntscdec()