Koko-aio shader discussions and updates

I switched it to Vulkan and it still shows as empty though :confused:

Is there like a hidden setting that I need to access?

As Duimon suggested, it may depend on the video driver used and it is possible for cores to switch it.

Try: “settings,core,allow cores to switch the video drivers: Off”

edit

Just tried on android and yabasanshiro refuses to load content when it is unable to switch core, so you should just use another core or use glsl shaders, but koko-aio wont run.

For the record, my s10 struggles to run even yabause core, even without shaders, so if you find a way, let me know :wink:

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Version NG-1.9.13 is up on github and should be available via online updater in Retroarch.

Main changes from NG-1.9.1
Presets

  • less bloomy tv-pal-myold preset
  • 2nd take on tv-flickering preset
  • Sharper tight halo
  • Better slotmask-taller preset
  • Lowered spot strength in presets

Performance

  • Several Micro-optimizations (moderate speedup: 2%…3% on my Haswell)
  • Working again on d3d (Xbox) via #define D3D_WORKAROUND
  • Drastically improved compilation times and ntsc color bleed performance on Xbox Series S

Fixes

  • Allow to configure dynamic zoom (raster bloom) again (regression fix).
  • Do not nightify bezel when not using bg image
  • Fix black lines on the sides when using dot matrix shadow function
  • Slightly offset x coords too to avoid geometry glitches
  • Avglum functions needs to activate when resolution switch glitch is used

New Features

  • Add an Adaptive black level function (deeper blacks on brighter content)
  • Allow to specify the ambientlight sampling point
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I’m curious, what were the changes which improved the dx11 compilation time?

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Unsure if one or both:

  • Code was needlessly complex in some branching conditions, desktop compiler was probably been able to overcome my dumbness there :slight_smile:
  • A loop was using an uniform as the exit condition, I’m sure d3d compiler tried to exit that loop by iterating thousands of times; I overcome its dumbness there by placing a known constant as the upper bound.
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Congrat BOSS ! Thank You :slight_smile:

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Thanks, maybe there might be things which could help compiling the Mega Bezel on DX11 which is pretty brutal at the moment

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The essence of the problem: when I use software shaders with mesh emulation (grid), the following effect occurs - in the photo, indicator arrows, namely the grid (grid) crawls BEHIND (!) the Retroarch window onto the desktop, into the program, etc. It turns out that the entire screen begins to be vertically striped, and not just RETROARCH itself. The problem is detected only taking into account the grids, and at the moment the scene appears. With some shaders with grids and without using shaders, such problems do not arise at all.

Looks strange. At the VA panel itself, I blame the bad matrix. Maybe someone can help?

Pretty common, unfortunately.
Some patterns make monitor goes crazy, nothing that i know, apart from trying a different mask pattern, works.

If you ever find a solution, please share.

I’ve a 76% NTSC gamut IPS monitor with great colors, nits and blacks (I changed the bulky one on my laptop), but unfortunately it cannot stand almost all green/magenta masks.

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Oh wow you dropped a bomb on us. Gonna check this out soon as I get home both you and Hyllian’s latest pack.

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Yep, same here - GM makes my OLED go crazy.

Yesterday, while playing Zelda Link Awakening DX, I saw that this problem actually occurs when affected by certain COLORS when they are nearby.

Some updates from the dev branch.

“Glow spread amount” changed name into “Glow light gain” and there is a new setting named “Glow light sharpness”.

By altering the glow light gamma it is possible to modulate the radius of the light that surrounds brighter pixels.
This, in turn, allows to have a slight glow around darker areas too and better apply the natural smoothing seen when bright pixels bleed.

When “glow to blur bias” setting is 1.0, we have the classic blur:

When setting it all the way left (0.0), we have glow instead, you can see that the image retains some sharpness on low contrast areas.
Previous hardcoded value for “Glow light sharpness” was 2.0 and it acted like this:

With Glow light sharpness" set to 1.0, possible now, you can have this:

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Really nice update. I tried it and must say that I prefer ‘glow light sharpness 1.0’ over fxaa and the normal blur

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Hi @kokoko3k, thank you always for your work. I intervene to essentially confirm what @ComfyTsu wrote: by setting the “glow light sharpness” value to “1”, the smoothing effect appears to be more uniform within the image, more natural to the eye, and tends to be a lover of smoothness I find it superior and more effective. With this update you have achieved the goal of smoothing but at the same time not distorting the image. Very close to the types of screens we had at the time. You’re an Oscar winner. Thank’s for your job.

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@kokoko3k - nice job with the new glow sharpness…

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That’s without fake integer scanlines

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800p without moire is not that easy, great!

I usually test that with outrun’s sky and clouds.

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I was finally able to get it to work but only by manually loading beetle Saturn directly from the retroarch page instead of downloading it within retroarch. This allowed me to be in Vulcan and use the shaders, and they work really well on my S22. The Yaba emulator it turns out just as apparently not compatible with Vulcan at all so that was the issue I think.