Koko-aio shader discussions and updates

Since there was some free gpu cycles from the latest work, make it to use!

Jokes aside (the hit is almost zero), there is a new parameter in the bezel section named “Light fadeout distance”, which allows you to fade (or not, for bigger values) the reflected and diffused light over the bezel frame.

All presets have been updated to have a slight fade:

But now it is possible to have effects like this:

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Amazing shots, I don’t even see any moire in those. I know you use Outrun as a “moire detector” lol.

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Ahah, thanks, yes Outrun is merciless, moire sometimes hides itself in still frames to trick you and when you think everything is right, it pops up in motion.

The fake slotmask function works good in that regard when the resolution is low, (see the shots from @ComfyTsu 6 and 7 posts ago)

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Thank you for the detailed explanation! This makes life easier! (it would be even easier if we could toggle between different PNG files directly from RetroArch’s interface as an extra)

BTW, i just downloaded the latest version of your shaders (koko-aio-slang-NG-1.9.13), deleted the old Koko-aio folder and replaced it with the new one, But all the new (and old) presets fail to load now, here is the Log:

[INFO] [slang]: Compiling shader: "C:\Games\RetroArch\shaders\shaders_slang\bezel\koko-aio\shaders-ng\colortools_and_ntsc_pass.slang".
[ERROR] [slang]: Texture name 'avglum_passFeedback' not found in semantic map, Probably the texture name or pass alias is not defined in the preset (Non-semantic textures not supported yet)
[ERROR] [slang]: Failed to reflect SPIR-V. Resource usage is inconsistent with expectations.

I just read the documentation, seems it no longer works with DX11?

**RETROARCH OUTPUT DRIVERS**
    koko-aio does not work by on d3d12 and glitches on d3d11.<br>
    If you absolutely need it (Xbox?), you can edit the file 
    config\config-static.inc<br>
    and turn the line:
    // #define D3D_WORKAROUND <br>
    into:<br>
    #define D3D_WORKAROUND <br>
    <br>
    Vulkan ang Glcore have no problems, you can test both to see<br>
    which performs better.<br>
    <br>
    d3d10 is completely unsupported.
    <br>

My guess is that even if you downloaded the latest one, by the path i see in the error, it looks like you’re using the one shipped with retroarch.

That should work with d3d11/12 too, (provided you edit config\config-static.inc) if you do the online update, since it it the same as NG-1.9.13

Also, if you can, always prefer GLcore or Vulkan, since d3d has limitations.

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Monitor-Screen_Hmask-Screen_SlotMask-Chameleon.slangp added to the repo:

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OT question. Are the Koko Aio version of retroarch for Windows and the version of Koko Aio on batocera (always on retroarch) the same? On batocera there is the Koko Aio 1.9 immersive Duimon Bezels shaders which I can’t find on Windows.

Batocera use a slightly older version.

As per the Duimon bezels, look at the first post, there is a linked repo with all of them.

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Your shaders work beautifully everywhere. I noticed that the version on Batocera adapts to vertical or 4:3 games automatically, while on Windows I have to do an additional manual step. Grazie !

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Weird, shaders are shaders, they do/should not depend on operating system.

What step?

I don’t know what to tell you, on Batocera the formats adapt to the vertical or horizontal game, on Windows I select the shaders format in the shaders setting, considering that I select the format in both cases with “Core Provider”

Hi kokoko3k , I have a problem with my favorite preset tv_pal_my_old. The RF option causes screen overlay flickering or a black screen. It seems to me that the problem also occurs in other prests that use RF noise. I use windows 11 and gl core display driver in retroarch. Would you mind taking a look at this?

I think it depends on the underlying retroarch configuration.

For vertical/horizontal games rotation guessing, koko-aio needs:

settings->core->allow rotation:on

Also, if you want ambient lights and borders to be visible, aspect needs to be set to “full”, not "core provided’.

Yeah, I remember to have fixed this bug in the past, before the latest release.

Can you try to update retroarch shaders via online updater and check again?

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I constantly update shaders and retroarch

PS Video Driver GLCORE

I think you missed the reply.

I have the latest version. I changed the display driver to vulkan and it’s the same. I am currently testing the problem on the genesis plus gx core - sega mega drive, but it is the same on others. If the problem does not occur immediately, simply turn on a given preset or turn on RF noise several times in a row. Borders will flash or the screen will go black.

Works fine here with retroarch shipped shaders. If you’re 100% sure you updated shaders too, it has to be something else on your side, but i cannot imagine what.

This is what Sunset Riders looks like (the Sega Mega Drive version). Saved the tv_pal_my_old preset without any modifications for the entire core, then restarted the game. Retroarch latest version nightly. I’m using a 120 hz monitor under Retroarch, with all screen settings set to default except video output, and screen aspect ratio set to full. It would be good if someone else could check. It may be ok on Linux, but there is a problem on Windows 11.

The only solution is to turn off RF noise - only this option causes the problem.

edit: Adventures of Batman and Robin (pal version) here. Black screen at first. After a few moments, when the game changes screens (intro, menu, etc.), flickering appears. It’s hard to capture it on a screenshot.