Saw this in the discord but curious if this kind of look for game boy could be recreated in the game boy preset in Koko. Not sure if settings could be tweaked to get an approximation.
Hi Koko,
I second what other users said, the new Glow light sharpness gives incredible results. It manages to smooth the image without bluring, and without the sometime artificial look of FXAA.
Nevertheless, the latest dev version of the code seems to have a bug. You can see it below in the first screen of Donkey Kong. I have loaded the Monitor-FXAA_sharp-aperturegrille.slangp preset on both legacy koko-aio on the left, and latest koko-aio on the right. You can see some strange artefact on the red “5” characters, like in the “3RD 005950” line, on the dev code. I have not modified the preset.
Can you please have a look at this? Thank you.Disable “dedither”…I suspect it’s on.
Ok, noted.
What versions are you comparing, what’s on the left?
@oldpainless: good shot, indeed it could be a pattern catched by dedither, but the stock preset should not include it (l’ll double check)
edit:
Double checked, indeed it is a side effect of the dedithering, just turn it off.
Yeah, that works too, but very slow here because it runs entirely on the cpu.
As per the gameboy question, yes it is possible by changing the actual gameboy preset hue parameters (under monochrome screen colorization section) to match the colorization you posted, activating the bezel parameters (but… the original gameboy had no reflections!) and using the png image from the preset you posted ofc.
I’ve no interest in doing it, but if you need further assistance, please ask.
Agree on the reflections, forgot about that part, and don’t really see a need for it
Was thinking more about that strange kind of backlight-ish effect. It looks really cool, even though the original wasn’t really like that either. I’ll check the parameters
The backlight is just an impression caused by the darker background image imho.
There’s also no way to get away from the fact that we are viewing it on a backlit display. There is no way to realistically display something like the Gameboy.
Although the DMG shader does a pretty good daylight reproduction.
I think a center bright spotlight on my current Gameboy preset might do a fair job. I’ll have to give it a try.
Hello there! You are my Shader Hero, Sir/Madam Koko. Thank you for this gem and all your efforts.
Now, my question: Is there any way I can switch between different custom backgrounds, foregrounds, or even backdrops from Shader Parameters without having to replace the original texture files? so i can use different textures for different purposes?
Typo: different textures for different Presets*
Hi @Kokoko3k - really great work - what I was looking for when I want to preserve the pixel art but with a minimum of smoothing - in my opinion this is the path to take instead of FXAA - here in the photo is Fatal Fury Special Sega CD version with presets “Screen_Hmask_Core_Slotmask” - Well done and thank you
!Yes of course.
The workflow is not something tied to my specific shader, but common to the whole Retroarch preset system.
You have to make new presets tho; the simplest way is to use “simple” presets; so called because they do not contain all the parameters, but just a reference to the preset you want to change the image and the parameter pointing to the image you want to change; and in this case the parameters you need to change are either (specific to koko-aio):
- bg_under (for “backgrounds” that stay under the content)
or - bg_over (for “backgrounds” that stay over the content)
For example, say the preset you like is c:\myshaders\monitor-ambilight-slotmask.slangp
and say you want to overlay a new image: c:\mypictures\overlays\myoverlay.png
you will create a new .slangp file containing:
#reference "c:\myshaders\monitor-ambilight-slotmask.slangp"
bg_over = "c:\mypictures\overlays\myoverlay.png"
Then when you will load it, it will act as monitor-ambilight-slotmask.slangp with myoverlay.png as the overlay.
There will be the need to align the image to the content and you will have to change some shader parameters (see docs-ng.md text file in the koko-aio shader dir for details).
Once done, save the new preset and you’re done.
Btw, if you see the first post, you’ll find several links to similar work done by other users; you can inspect them or maybe use them directly if you like something.
It looks nice, thanks for sharing.
However (I don’t know if it is intended), “glow light gain” and “glow light sharpness” settings are completely ignored when glow->to->blur bias is 1.0; because that means it will do just a simple blur.
Moving it all the way to 0.0 will activate the tight glow instead, which results in something like a “smooth dilation”, so that just bright and high contrasted areas will be “antialiased”.
Glow (1) versus Blur (2)
In this shot the high contrast is good to better show the effect, again glow (1), blur (2)
I’m still experimenting myself btw; setting Sharp X and Sharp Y to high negative values (< -80) will both blur/glow the image near the edges while sharping the blur tails, leading to sharper results:
Damn, the last shot of Ghouls is fantastic - sorry if I say so, but I personally believe that this is the way forward. Thanks for the tips and I’ll try and share as soon as possible.
Nice!
What settings did you tweaked?
Also “bandwith limited chroma” and I used the fake slotmask under scanlines. Because it removes the scaling artifacts caused by the low resolution. It won’t look that real but I think it’s a good compromise
Quick service notification,
Lately I pushed and tuned some macro optimizations that lead to an 8% increase in performance on my Haswell igp on common presets.
Since this touches the way the shader passes are stacked and interact each other (mipmap generations and texture sampling settings), it breaks every “full” preset you saved. They will act weird and will NOT be any faster.
So, if you have full presets, you will need to redo or edit them with a text editor to match upstream koko-aio.slangp in regards of lines that start with “mipmap_input” and “filter_linear”.
Simple presets (the ones thtat start with a #reference line pointing to an upstream preset) will work good and faster instead.
With the new optimizations, flycast core at 640x480 runs at full speed at 1080p on an i5 10h gen igp (Haswell is still not enough).