Koko-aio shader discussions and updates

ofc, I did not zoomed the linked picture ^.^

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Currently working on a more correct way to “join/mix” masks.

Incidentally, the “sparkling look punch” would be heavilly affected by such change, so I’ve had to rethink it… for good, imho.

It acts like a local/per core pixel contrast increase thing now, it is able to better transfer the energy from the dark part of the mask to the unaffected one.
You can think to it as an overmask setting that just affects thin horizontal lines used to emulate aperturegrille or slotmask and their surroundings; here it is obviously too high, but it gives the idea:

Once finished, the downside is that i will need to adapt the presets to look at least the same as before :frowning:

[…] Done.

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NG-1.9 just released. Changelog is bigger than expected, here or in the opening post.

Just submitted for inclusion in online updater.

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@kokoko3k I don’t know if they have thought about it and if it would be possible, but will there be any option to be able to use a video file for the background?

I would like to be able to create an atmosphere as if I were in an arcade room. Instead of calling an image file, you could call a .mp4 video file

Definitely not from the shader as per current retroarch implementation.

This is amazing but I wonder what would happen to those beautiful patterns after they pass through the actual LCD/OLED panel? Would they have to align with the subpixels in order to maintain that fidelity of your screenshot?

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Thanks!

Considering they need 3x scaling, there should be enough real screen pixels to draw them without or minimal align issues.

If you’ve a 4k, why don’t you try with the posted screenshot(s)?

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Hi koko just wanted to ask if you changed the ‘generic handheld RGB’ shader. Maybe I’m imagine things but it looks different to me. Also it looks like it’s not perfectly aligned anymore. I’m using the latest retroarch slang pack through the online updater

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Are you speaking of 'scanlines/horizontal/ alignment (I can see it)? There were some changes about auto fake scanlines that may have impacted this, but i’m not sure.

Another thing changed is how the vertical mask is blended with the horizontal one, it gives more natural results, but sotfer.

If you give me enough infos to understand if/when it started to behave different, I may debug.

Were you using the version through online updater right before you notice the issue?

What core and eventually what internal core resolution you were/are using?

Meanwhile, try to turn auto fake integer scanlines to off, maybe it is it.

Fake integer scanlines (-1=auto) : set to 0.0

For sharper vmask, try to higher the Steepness para,eter under vertical cell mask.

Previous shipped retroarch presets: https://github.com/kokoko3k/koko-aio-slang/releases/tag/NG-1.4

You can make a side by side comparisonm I can take a deeper look tomorrow.

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I just tried the 1.4 version and it looks the same to me(only the vertical mask is decreased now from 100 to 50):sweat_smile: so nothing changed and it’s just the first time I’m noticing it.

Here is a comparsion between lcd-grid.slangp from the handheld folder and your generic-handheld-rgb.slangp.

Screenshot_20240122-195321~2 Screenshot_20240122-195353~2

There are definitely not wanted alignment issues not present in ng-4.1 due to fake integer scanlines. Quick fix for the specific preset is easy; will check.

You are using integer scaling as per preset default, right?

With or without integer scaling makes no difference for me. Same alignment issues.

Vertical shift: : -1 (auto) is meant to give sharpest lines by aligning them on screen lines, but it should not be used if we want them to be aligned to core coords (what were I thinking?)

Put it back to 0.0, there will still be some slight bleeds, but this time they will be the same on top and bottom borders, so halved, and almost not noticeable without zooming alot and will look like a little halo around the pixel.

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Just tried it and it fixed the problem. Thank you

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Just pushed 2 mods, the first makes Vertical shift: : -1 (auto) smarter and will not kick in when using core coords or when the screen coords are not multiplied by a fractional number.

The second tewaks the generic rgb handheld preset to look more blocky, more like the ones pre ng-1.9:

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Hi, these are some results with your modified preset, as you reported in the other thread, I only increased the flickering power from 40 to 20. What can I say, an exceptional result without using the FXAA, really beautiful and nostalgic. I would focus a lot on this type of aspect unless you want to get results from “Remastered” but that’s another story. The fact that I like it so much without necessarily using FXAA shocks me. Congratulations and thank you very much.

mvsc-240126-100032

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I see that there are some cool handheld and arcade borders for the koko-aio shaders.

Has anyone made any other console borders for systems like SNES, Genesis, etc?

Not that I know, other than the ones linked in the first post, there are tons, I think it covers every system and a lot of arcades.

What are you after exactly?

Something like a Genesis and/or Sega CD border, kind of like the Duimon Mega Bezel ones (except those won’t run on my android phone). Maybe there is something like that for koko-aio and I haven’t searched through enough. ?? Or perhaps there’s a way to use the graphics from the Duimon console overlays and insert those around the koko-aio reflection shader CRT. Not sure how I would go about that though.

Kind of like this style…