Koko-aio shader discussions and updates

Yup, it now uses 2 coords, maybe you have to center/move it again?

I was thinking to have covered all possible flipping/rotation cases, I’ll look again into it, (probably rotated games issue only), thank you for the report!

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I pushed a possible fix, no more workaround should be required, i hope.

You should find a possible flip value for vertical games with a negative value now.

Values meaning are now:

0     = let the shader try to guess if the game content is rotated.
1, -1 = no change
>+1   = manual rotation for straight games
<-1   = manual rotation for rotated games```
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Perfect! Thank you.

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@kokoko3k I opened a request on Batocera´s discord to we be able to download Koko´s Shaders directly from its shaders sets, as it is now with Megabezel. i got this answer from devs:

" This could be achievable by making a pacman package for others to download and use from the content downloader. That way automatic updates could also be in effect. If you’re interested: https://wiki.batocera.org/create_pacman_package "

Do you have any knowledge to do this? I´m actually using koko shaders there but it´s tortuous to get it working. Looks like the way above would greatly ease the job.

Yeah, I’m on ArchLinux myself (uses pacman) since decades :slight_smile:

I’ll look into it.

I need to know the full path to batocera’s presets to make a package for it, so what is the preset folder?

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Now you got me… i’m not sure but I believe that is :

/usr/share/batocera/shaders

There is a koko-aio folder there but it’s a very old version.

Also, there is another shaders folder on:

/userdata/shaders

I really don’t know what one you should use…

Maybe here you should have better information:

https://wiki.batocera.org/emulationstation:shaders_set

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@BTr_RJ Better continue this on discord, i don’t have any right to push updates to all batocera users anyway :wink:

In Batocera, Shader sets downloads and updates are optional, like add-ons. They are in a separated list on “content downloader” tab and you choose download it or not.

If you can do this, it will make the shader placement process much easier, and we can also download updates as soon as they are released. It would be perfect for everyone that appreciate your work.

Hey @kokoko3k , I really appreciate your work with the presets. I would like to be able to use some of them with my backgrounds. I just suggest bringing more customization to the bezel and frame and, above all, making it more agile to navigate between the values of some presets. It is really slow to increase and decrease the values, like zoom and others:

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I know, the navigation is slow because that way you can have more precision, I cannot imagine another simple way to achieve the same precision, but I’ll give you two hints in case you don’t know them yet:

  1. Use Pgup/PgDown to scroll by page instead of single step

or

  1. While on the list, hit the letter ‘s’ to switch to search mode, then type the value you want and it will jump there :wink:
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Very good. Thanks @kokoko3k !

Is there any way to adjust bezel corners? Also, is there a way to remove shadows from the frame?

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All the things you can do realtime with the bezel are in the bezel section, the only option you have for the corners is to modify how much they are darkened.

The bezel itself is a texture, rules for the bezel textures are explained in the docs-ng.md file, red channel is the one that will be colored, green are the specular reflections (highlights) and blue is the area that will reflect the game content, alpha is the transparency.

The main layered gimp project is shipped in the misc folder.

For the shadow, you can edit the png directly it with a graphic program, save it like “monitor-noshadow.png” and then substitute monitor-noshadow.png in the preset file in place of the one you modified.

…but maybe it is easier live the bezel texture as is and overlay an image confaining the external part of the bezel on top.

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Hello @kokoko3k - there is a small issue where I would like to ask you for your opinon. In Arcade 1942, the 4.1 presets behaved quite differently to the ng presets. The ng presets seem to apply a much harsher “comb effect” to the small green planes flying in circles. It is hard to grab in a screenshots, as the effect is particularly visible in motion.
First ng (standard monitor ambilight preset)

Then 4.1 From my testing, it seems that the horizontal mask seems to apply this “combing effect”, could this be correct? And how to get less of this effect on moving pixels? Hoping that this somehow makes sense to you. Many thanks as always!

Unfortunately I cannot really spot anything from the screenshots, mask disappears, this is probably because you’re getting them too much jpg compressed, i can even see artificial unsharp mask around the FPS chars.

Can you take them lossless/png or at least jpg compressed at 100% quality?If not
through system, maybe with retroarch gpu screenshots?

Meanwhile, is it something that changed behaviour over time?

After a good talk with @alexb3d, I slightly modified the code of the overlay image composition.

            We want to show the underlying game content when the image is transparent.
            This mean that alpha channel reveals the underlying content, but doing that even
            when the underlyinig content is void is not only pointless, but even counterproductive.
            Think at when we want to use ambient lights to *light* the part of the image
            that have a low alpha channel, that part would be black. 

@Starman99x, This probably touches your RGB presets when the light is revealed through the speaker grid, but it should be easy to adjust, probably just need to lower the ambilight strength, actually an improvement, i think.

Edit: thinking it better, you should be able to get your old behavioir by not saving the backgroung color of the transparent pixels.

This is over image with some alpha on the sides:

This is how it appear in the shader with blend mode add, image over:



In the next screen, with the old/unfixed code, the outside text appeared just black, because there is no led light, since the game is black.
Something unwanted, but now it is fixed, this is the same preset on black content, no led is lighting the alpha channel; still they it retains its original colors:

TO GET THE NEW BEHAVIOUR YOU NEED TO SAVE THE PNG IN A WAY THAT THE COLOR OF TRANSPARENT AREAS IS NOT LOST, BUT ENCODED IN THE PNG ITSELF

Gimp has that in the png export dialog.

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Sorry for being imprecise: I am using both the vanilla presets of 4.1 (monitor bloom slotmask) and ng (immersive setting - only adding the artwork but not changing any shader settings). So if I could ask you to just launch 1942 with these two presets and see how they behave behave in relation to the green rotating planes. In ng, there is a new „combing“ effect on these planes that is a bit detrimental from my point of view. And it would be great to have your opinion on that as well.

Many thanks!

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Hmm, I’ll test and see, does the dev build contain this update now?

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Yes, it does, already pushed.

It seems to have disabled or reduced the LED effect? I could not make the light come out like before by increasing some parameters.

This it is monitor-ambilight-immersive stripped from the overlay image and zoomed in to match your bezel size; i cannot spot anything, even in motion, sorry:

Does it matches the appearence you have?

If you want, you can always edit the 4.1 preset you like and copy the relevant ambilight and background image settings to from the immersive -ng one.

Unfortunately, being unable to reproduce, i’m unable to fix or advice anything useful.

-EDIT-

I just fixed integer scanlines for rotated or tated games; maybe you could try activating them and see if the issue goes away?

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