What about the bezel file/image? Maybe it can be edited to look right from all angles. The other flipped features can be easily fixed with an override.
Sure, it can be edited to look specular and so freely flippable, but the bezel would look worse. Again, since the bug is not in koko-aio, it is something that needs to be addressed by Retroarch; Iām not going to change the defaults that looks right as they are now to workaround the problem.
Just to be clear, the bezel is treated by the presets the same as other images, so you can modify it and include in the preset, i donāt see big issues here.
Yeah I didnāt notice that at first, Iāll make flipped copies for my setup. Thanks.
If I may expand on this. The āluminanceā channel (RED) of the inner bezel image is shaded differently on the sides, top, and bottom. (Still %100 RED but at a different value.)
I have flipped straight and curved default bezels in my Duimon-koko-aio repo. I also have rotated versions where the shading is applied relative to the final orientation.
They can be found in the "Duimon-koko-aio\Graphics\_bezel\flipped"
folder.
If you are interested in using wildcards to automatically flip based on the core and video driver you can look in my "Duimon-koko-aio\res\base\_flip"
folder for examples.
Wow I had no idea that you made a koko-aio pack, I was waiting for it ^^
Hello, Iām really enjoying your shaders!
Iām sorry if this was already explained before but Iām having trouble understanding the preset organization and differences. So I have a couple of questions if you donāt mind.
What are the differences between the presets on folder ā4.1ā and āngā? There are some presets that look similar on both, so is there a superior/newer version?
Also, I noticed there are presets on the main folder (koko-aio) that seem to share the same names with the presets on the 4.1 folder. E.g. monitor-bloom-bezel is in both directories but they seem to have different code. Which of them should I be using? I have a regular 1080p IPS display btw, if thatās the deciding factor.
Thank you!
Is PS1 emulation using the rotation api call ? Or is that a different issue related to video drivers unlike the one reported in https://github.com/libretro/FBNeo/issues/1044 ?
Are there performance concerns with the rotation uniform ? I implemented it to solve those problems.
It is nothing related to the rotation uniform, unfortunately.
Some cores just appear to flip the y coord internally when using HW renderers.
I remember, but not sure nor tested it, that this happens only on one of the output drivers, not sure if Vulkan or GLCore.
As per the performance concerns, nothing specific, it is just that every addition in a shader code leads to a (small) decrease in performance, even reading a āflipā parameter and acting accordingly, but again, rotation uniform is not specifically related.
Which PS1 core and renderer is this ? Maybe i can figure out why itās happening.
@ofy90 Yes, it has been explained multiple times, but np, Iāve time right now.
Presets-4.1 contains presets made when koko-aio was at version 4.1, which is pre NG.
They share a distinctive mask, the only one possible at the time; the look of those presets is meant to be frozen, apart from minor tweaks or from time to time.
Presets-ng contains presets made after koko-aio ng version was released.
ng release carried a complete rewrite of the mask code allowing it do be far more flexible and feature rich, while mantaining the ability to replicate the old code.
> Read more here <
New presets will appear there.
Presets:Handhelds-ng contains presets to emulate handhelds possible after ng version was released.
Nope, there are no such thing; the main koko-aio folder does not contain any preset, apart from the koko-io-ng.slangp which is meant to be the parent of all the presets, but is not meant to be used.
However is true that there are duplicates names; the folder:
Presets_HiresGames_Fast contains a copy of the 3 afromentioned folders (4.1,ng and handhelds) which are intended to be more performant with cores that have an high output resolution (dreamcast, ps2ā¦) > Read more here <
The advice is to just pick the one you like, easy.
Oh, it would be really great!
It happens with various cores that use an HW renderer.
This is Swanstation with HW renderer + GLCore output Driver:
This is exactly the same, but with Vulkan:
I was testing your koko-aio pack and itās super cool! I noticed that it works fast out of the box, do you use static configs? Itās very nice.
I was wondering if you could make a GBA_SP preset with a brighter screen than the base GBA (which is also cool as it is). Oh and I noticed that the GBA texture itself is using a slightly inferior design to your Mega Bezel version.
I think all handhelds need now on the shader side is a thin reflective bezel to match the Mega Bezel.
I think I made an SP preset. (Iāll have to check.) If I did you can tweak it to your hearts content. For most of the color handhelds I added a local override to select an alternative base preset.
I updated many of my handheld presets shortly after doing the koko pack. The updates were geared towards ultra-wide mode on the Mega Bezel so Iām in no huge hurry to update the koko pack.
It references the in place shader, so it depends on where you install it, so if you installed it āunderā a koko-aio with static config, it uses it, but it does not provide any static config by its own (and it couldnāt without shipping a copy of the shader itself).
See some posts ago, it depends on retroarch.
Try to switch to Vulkan, does it work?
ok I will read previous post, if the test was in Vulkan
I donāt understand were you already on vulkan?
Btw you can flip that via the shader parameters. Also, I could make a side preset already flipped since psp core may use hw renderer.
Yes, I was already with Vulcan, I will try the parameters.
The flipped framebuffer is an opengl specific issue. If you were using Vulkan, make sure that the core isnāt auto switching to glcore. (Look at what driver is selected while a rom is running.)