Koko-aio shader discussions and updates

Hi @kokoko3k What is the best option to play Darius (FBNeo)?

Hi there,

I cannot try right now and in a while, but maybe this answers your question too?

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Thanks… I hope you can review it at some point to better apply the bezel and curvature

With so little space for scanlines, i fear the only solution to draw their gaps is to use fake inteher scanlines.

As per the curvature, it is more prominent, yes, but that would require pre-generating another png for the curved bezel with that ultrawide aspect instead of just scaling it or maybe resorting to some kind of anamorphic scaling.

This is where Megabezel shines!

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lol I see I’m not the only one crazy enough to insist on playing this game with 3 screens :smiley:

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This is with integer scanlines:

ultrawide preset
DO_CCORRECTION = "1.000000"
IN_GLOW_POWER = "1.200000"
TEMPERATURE = "7200.000000"
IN_GLOW_GAMMA = "2.200000"
GAMMA_OUT = "0.400000"
DO_SHIFT_RGB = "1.000000"
OFFSET_STRENGTH = "0.300000"
SHIFT_R = "-20.000000"
SHIFT_G = "0.000000"
SHIFT_B = "20.000000"
DO_IN_GLOW = "1.000000"
IN_GLOW_SPREAD = "1.600000"
IN_GLOW_W = "3.999998"
IN_GLOW_H = "7.000000"
DO_PIXELGRID = "1.000000"
DO_PIXELGRID_H = "1.250000"
PIXELGRID_COREY_FAKE_SCAN = "1.000000"
PIXELGRID_MIN_H = "0.000000"
PIXELGRID_MAX_H = "0.500000"
PIXELGRID_GAMMA_H = "1.000000"
PIXELGRID_OFFSET_CORE = "0.050000"
PIXELGRID_DECON_R_H = "-0.600000"
PIXELGRID_DECON_B_H = "0.600000"
PIXELGRID_H_PRST = "1.000000"
PIXELGRID_GAMMA_W = "4.299998"
PIXELGRID_BASAL_GRID = "0.020000"
PIXELGRID_Y_MASK = "0.000000"
PIXELGRID_Y_MASK_COORDS = "0.000000"
PIXELGRID_Y_MASK_HEIGHT = "-2.000000"
PIXELGRID_Y_MASK_SHIFT = "0.260000"
PIXELGRID_Y_MASK_STEEP = "16.000000"
PIXELGRID_Y_MASK_ON_WHITE = "0.100000"
PIXELGRID_Y_SPARK = "0.100000"
DO_HALO = "1.000000"
HALO_NO_PREGAIN = "1.000000"
HALO_POWER = "0.500000"
HALO_SHARPNESS = "6.500000"
HALO_VS_SCAN = "0.700000"
DO_BLOOM = "1.000000"
BLOOM_MIX = "0.400000"
BLOOM_GAMMA = "4.000000"
BLOOM_GAMMA_OUT = "1.200000"
BLOOM_POWER = "1.450000"
BLOOM_EYE_ADPT_SRT = "0.000000"
BLOOM_EYE_INERTIA = "750.000000"
GEOM_CORNER_SIZE = "0.010000"
GEOM_CORNER_SMOOTH = "200.000000"
DO_BEZEL = "1.000000"
BEZEL_USE_STRAIGHT = "1.000000"
BEZEL_INNER_ZOOM = "-0.156000"
BEZEL_FRAME_ZOOM = "0.066000"
DO_VIGNETTE = "1.000000"
V_SIZE = "1.080000"
DO_SPOT = "1.000000"
S_POWER = "0.050000"
DO_GLOBAL_SHZO = "1.000000"
GLOBAL_ZOOM = "0.500000"
ASPECT_X = "12.000000"```
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@kokoko3k it looks great, thanks for the great shader presets.

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Since the discussion about triple screen/ultrawide screens -> low Y resolution, I made a little change to the shader:

You can guess what it does, from docs-ng.md (bit lazy atm):

Use fake integer scanlines
   [..]
   A negative value will cause the shader to choose when it is appropriate to activate them.
   The decision will be based on the ratio of output dimensions and the core.

The ratio has been set to 4.0, this means that if core scanlines have less than 4 screen pixel to draw themselves, they will switch to fake integer scanlines:

Example:

Screen height is enough, proper scanlines are selected:

Screen height is too low, fake scanlines are selected:

…the logic is skipped when integer scaling is used.
Also, be warned that in some cases even 4 lines are not enough to avoid moire.

I’m still unsure if that parameter has to be set to a negative value by default (so let the shader choose) or not, suggestions welcome!

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There you go:

…you can select how much to stagger the odd lines, this is useful if you are using different horizontal masks:
for 2 or 4 sized masks (gm,rgbx,rbgx,wx) use 1.5
for 3 sized masks (gmx,rgb,rbg) use 1.0

The height parameter is mainly for higher resolution screens; for 1080p i’d leave it to 1.0, but i’ve found that you can have nice results, again, depending on the mask; eg: with 4 sized masks like rgbx or rbgx you can try to set this to 3.0, while with 2 sized masks, you can try 2.0.

I admit I started this mainly for MSDOS content, but indeed it looks nice even for arcades, so I made a new preset for low res content, named:
Monitor-Screen_Hmask-ShadowMask.slangp

And another one for doublescanned/hires content (MSDOS) with an higher TVL (gm mask):Monitor-VGA-DoubleScan-ShadowMask.slangp

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Thank you very much @kokoko3k. I highly appreciate the work you put into this feature.

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I Just ported part of this (only the shake part) and added a vibrance parameter, just in case.

I compared Monitor-Screen_Hmask-ShadowMask.slangp with shadow mask presets from Sony Megatron Colour Video Monitor and the result differs. Please, take a look at the attached screenshot to see the different arrangement of the rgb pixels. I tried to achieve it with the X staggering and Phosphor height parameters without success. Could you please help me with that?

When comparing the two screenshots I also realized that the number of TVLs in this preset seems to be high. Is there a way to set (decrease) the TVL?

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To have a lower TVL you have to increase the phosphors width.

This is doable via the “cell size multiplier x” in the "horizontal mask’ section, under the main “low level phosphor grid section”.

There you can also switch from/to green/magenta to rgb, rbg, rgbx and so on. On 4k I think you can also try to play with phosphor width Min/Max parameters and their gamma, feel free to experiment and take a look to documentation in docs-ng.md file for details.

Oh, and if you came up with something good, feel free to share too :laughing:

At 3x scaling things start to look convincing.
Screenshot_20240113_114229

This preset is a proof of concept that scales the horizontal mask by 3x, set the shadowmask phosphor height to 3, staggers horizontally by 1.5x and with the help of vertical mask, set at 3x (screen coords), gives phosphors a rounder look vertically too for what is possible with 3x3 px.

Naked, it does not uses bloom halo or else.

…also i’ve another change for the code in mind, but this is dangerous, since it would affect basically everything and i can’t remember why the code was that way lol :slight_smile:

It would allow to have rounder phosphors; this is almost the same as before, 3X

Screenshot_20240113_130150

This is the same as before, but for 2x scaling, blockiness is unavoidable here (every phosphor is a 2x2 square), but still we may smooth one out of 2 pixels to have something smoother.

Screenshot_20240113_130906

4K is really needed when using lower TVL, or moire will kick in.

Shadowmask 3x
IN_GLOW_POWER = "1.500000"
LUMINANCE = "0.200000"
TEMPERATURE = "7200.000000"
IN_GLOW_GAMMA = "2.000000"
GAMMA_OUT = "0.400000"
OFFSET_STRENGTH = "0.300000"
SHIFT_R = "-20.000000"
SHIFT_G = "0.000000"
SHIFT_B = "20.000000"
IN_GLOW_W = "-0.800000"
IN_GLOW_H = "7.000000"
RESSWITCH_GLITCH_SIZE = "0.000000"
DO_PIXELGRID = "1.000000"
DO_PIXELGRID_H = "0.000000"
PIXELGRID_MIN_H = "0.500000"
PIXELGRID_MAX_H = "0.700000"
PIXELGRID_GAMMA_H = "5.200000"
PIXELGRID_MUL_X = "3.000000"
PIXELGRID_H_PRST = "0.000000"
PIXELGRID_G_SHIFT = "1.000000"
PIXELGRID_B_SHIFT = "2.000002"
PIXELGRID_MIN_W = "0.200000"
PIXELGRID_MAX_W = "0.300000"
PIXELGRID_GAMMA_W = "5.199997"
PIXELGRID_BASAL_GRID = "0.020000"
PIXELGRID_Y_MASK = "1.000000"
PIXELGRID_Y_MASK_HEIGHT = "-1.500000"
PIXELGRID_Y_MASK_OFFSET = "0.000000"
PIXELGRID_Y_MASK_SHIFT = "0.000000"
PIXELGRID_Y_MASK_STEEP = "1.000000"
PIXELGRID_Y_MASK_ON_WHITE = "0.150000"
PIXELGRID_DO_SHADOWMASK = "1.000000"
PIXELGRID_SHADOWMASK_SHIFT = "1.500000"
PIXELGRID_SHADOWMASK_H = "3.000000"
HALO_NO_PREGAIN = "1.000000"
HALO_POWER = "0.500000"
HALO_SHARPNESS = "6.500000"
HALO_VS_SCAN = "0.700000"
BLOOM_MIX = "0.400000"
BLOOM_GAMMA_OUT = "1.200000"
BLOOM_EYE_ADPT_SRT = "0.600000"
BLOOM_EYE_INERTIA = "750.000000"
GEOM_CORNER_SIZE = "0.010000"
GEOM_CORNER_SMOOTH = "200.000000"
DO_BEZEL = "1.000000"
BEZEL_INNER_ZOOM = "-0.010000"
BEZEL_FRAME_ZOOM = "0.170000"
DO_VIGNETTE = "1.000000"
V_SIZE = "1.080000"
DO_SPOT = "1.000000"
S_POWER = "0.050000"```
Shadowmask 2x
IN_GLOW_POWER = "1.500000"
LUMINANCE = "0.200000"
TEMPERATURE = "7200.000000"
IN_GLOW_GAMMA = "2.000000"
GAMMA_OUT = "0.400000"
OFFSET_STRENGTH = "0.300000"
SHIFT_R = "-20.000000"
SHIFT_G = "0.000000"
SHIFT_B = "20.000000"
IN_GLOW_W = "-0.800000"
IN_GLOW_H = "7.000000"
RESSWITCH_GLITCH_SIZE = "0.000000"
DO_PIXELGRID = "1.000000"
DO_PIXELGRID_H = "0.000000"
PIXELGRID_MIN_H = "0.500000"
PIXELGRID_MAX_H = "0.700000"
PIXELGRID_GAMMA_H = "5.200000"
PIXELGRID_MUL_X = "2.000000"
PIXELGRID_H_PRST = "0.000000"
PIXELGRID_B_SHIFT = "2.000002"
PIXELGRID_MIN_W = "0.140000"
PIXELGRID_MAX_W = "0.300000"
PIXELGRID_GAMMA_W = "5.199997"
PIXELGRID_BASAL_GRID = "0.020000"
PIXELGRID_Y_MASK = "1.000000"
PIXELGRID_Y_MASK_HEIGHT = "-1.000000"
PIXELGRID_Y_MASK_OFFSET = "0.000000"
PIXELGRID_Y_MASK_STEEP = "1.000000"
PIXELGRID_Y_MASK_ON_WHITE = "0.150000"
PIXELGRID_DO_SHADOWMASK = "1.000000"
PIXELGRID_SHADOWMASK_SHIFT = "1.500000"
PIXELGRID_SHADOWMASK_H = "2.000000"
HALO_NO_PREGAIN = "1.000000"
HALO_POWER = "0.500000"
HALO_SHARPNESS = "6.500000"
HALO_VS_SCAN = "0.700000"
BLOOM_MIX = "0.400000"
BLOOM_GAMMA_OUT = "1.200000"
BLOOM_EYE_ADPT_SRT = "0.600000"
BLOOM_EYE_INERTIA = "750.000000"
GEOM_CORNER_SIZE = "0.010000"
GEOM_CORNER_SMOOTH = "200.000000"
DO_BEZEL = "1.000000"
BEZEL_INNER_ZOOM = "-0.010000"
BEZEL_FRAME_ZOOM = "0.170000"
DO_VIGNETTE = "1.000000"
V_SIZE = "1.080000"
DO_SPOT = "1.000000"
S_POWER = "0.050000"```
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I also achieved good results with 2x scaling (see screenshot) but I needed to set PIXELGRID_MIN_W and PIXELGRID_MAX_W to their default value of 0.25 for a to me unknown reason?

#reference "../../shaders/shaders_slang/bezel/koko-aio/Presets-ng/Monitor-Screen_Hmask-ShadowMask.slangp"
PIXELGRID_MUL_X = "2.000000"
PIXELGRID_MIN_W = "0.250000"
PIXELGRID_MAX_W = "0.250000"
PIXELGRID_SHADOWMASK_SHIFT = "1.500000"
PIXELGRID_SHADOWMASK_H = "2.000000"

2x seems to be the same as 300 TVL in crt-sony-megatron presets so I would prefer that ratio. For a 1x scaling I was unable to achieve the phosphor shift with rgb by 1.5 – it always blends the colours. I wonder how this can be achieved?

I also wonder if rgb is the “corect” subpixel since shadow masks are arranged differently (see e.g. https://1.bp.blogspot.com/-xycsRkq0ZQI/YEtWDgjrdsI/AAAAAAAABD8/o8GQPSemECob5Nnz5BnvtSPqRny8tn0PACLcBGAsYHQ/s320/Screenshot_20210312-171836%7E2.png). I could not find the typical subpixel structure of an arcade back then. If anyone knows, please let me know.

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This is from a real crt in my lab at work, rgb, but I ignore what was used in Arcade cabs; I mostly see slotmasks tbh.

As per the shift, 1x is the one to be used at 1x scale when using triads to avoid blending; you just cannot draw in the middle of a screen pixel.

If you switch to a green/magenta mask, 1.5x scale can be used even at 1x instead.

As per the phosphor width, it is your choice and what you want to achieve; when width is high, the color starts to blend with adiacent phosphors; when it is low, it does the opposite, it shrinks, and if there are no available screen pixels to shrink, it eventually simply fades away.

If you are on a screen that has not many nits, then maybe you want to emulate more nits by letting the phosphors grow and blend together till white; just saying.

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Really liked hyllian’s noscanline presets and tried to get the same look in koko. I think this works really well with smaller screens because masks usually won’t look good with that

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Nice, indeed.

Do you used variable width phosphors with a wx mask or maybe integer scanlines with doublescan tated?

Thanks. The first one, with mask 4

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