Koko-aio shader discussions and updates

While the screen “can” be tilted, I didn’t have any luck matching it with my tilted cabinet without screen alignment issues. (Which is why it isn’t included in my pack.)

The tilt code HSM uses in the Mega Bezel is VERY resource hungry. I’m sure kokoko used something leaner.

1 Like

Maybe a custom bg over would look better? without a bezel. like those old school overlays by Orionsangel.

1 Like

I’ll magic something up and include it in the upcoming release.

I will update some of the handhelds with my newer graphics as well.

1 Like

You can check out OrionsAngel’s Assault Overlay preset I did with koko-aio. It takes a combination of Tilt settings and Global Offset

DO_CURVATURE = "1.000000"
	GEOM_WARP_X = "0.300000"
	GEOM_WARP_Y = "0.560000"

DO_BEZEL = "1.000000"
	BEZEL_INNER_ZOOM = "-0.419000"
	BEZEL_FRAME_ZOOM = "-0.616000"

DO_GLOBAL_SHZO = "1.000000"
	GLOBAL_OFFX = "-0.031500"
	GLOBAL_OFFY = "-0.102000"
	GLOBAL_ZOOM = "0.936000"

DO_ASPECT_RATIO = "0.000000"
	ASPECT_X = "8.000000"
	ASPECT_Y = "9.000000"

DO_GAME_GEOM_OVERRIDE = "1.000000"
	GAME_GEOM_ASPECT = "0.875000"
	GAME_GEOM_VSHIFT = "1.012000"
	GAME_GEOM_ZOOM = "0.730000"

DO_TILT = "1.000000"
	TILT_X = "0.230000"
	TILT_FOV = "0.100000"
	TILT_BEZEL_K = "0.570000"

bg_over = "cab_tan_full.png"
1 Like

In the past there were a second parameter to align the bezel, but now it is gone because it is automatic.

I think this was fixed some commits ago but not yet in retroarch release.

If you guys are already using the dev vesion, how can I reproduce the misalignment?

@hgoda90: indeed, TILT_FOV and TILT_BEZEL_K were gone because useless. I hope it is really the case :sweat_smile:

Also, be warned, that auto fake integer scanlines does not take tilting into account, so moire is VERY likely to occur at 1080p if you don’t force them on, which seems to be a good idea anyway, since i suspect/speculate even 4k would struggle to produce a clean picture.

4 Likes

I haven’t tried with the dev version. I’ll let you know how it works when I get home.

2 Likes

Fantastic! you might already know this, but 90 degrees and 270 degrees games require different tilt parameters, like in “dkong” vs “1943”.

Oh my bad, I’m still using the RA version.

I tested tilt with one of my Soqueroeu pack presets, and it aligns fine in the RetroArch version:

2 Likes

Changing the presets settings around, Tilt seems to be fine on it’s own without the other settings.

GEOM_WARP_Y = "0.140000"
BEZEL_INNER_ZOOM = "-0.514000"
BEZEL_FRAME_ZOOM = "0.000000"
GLOBAL_OFFX = "-0.029000"
GLOBAL_OFFY = "-0.056500"
TILT_X = "0.170000"
ASPECT_X = "13.000000"
ASPECT_Y = "14.000000"
GAME_GEOM_ASPECT = "0.930000"
GAME_GEOM_VSHIFT = "0.030000"

2 Likes

I have an issue with all of my presets concerning the tilt parameter.

The more I tilt it the more vertically misaligned the screen gets.

Turns out the culprit is my use of the “BEZEL_FRAME_ZOOM” parameter.

Also turns out that I may no longer need it since the Global Zoom was added in.

Correct me if I am wrong @kokoko3k but it looks like “BEZEL_INNER_ZOOM” has also been automated.


Some change since I created the pack has also messed with the zoom on my “bezel_003” presets. (The dual bezel.) I will have to go through and load all my monitor presets to be sure they aren’t affected.


I need to eliminate those two parameters from all my presets, and add in Global Zoom parameters.

Should be fairly simple because of my boilerplate.


Looks like this update will be bigger than I thought. :grin:

4 Likes

Thanks, nice catch!

Assuming dev version:

BEZEL_FRAME_ZOOM and BEZEL_INNER_ZOOM are meant to align monitor frame reflections to content, stop, I may modify the label to be more descriptive.
They should not be used to zoom, and no, inner zoom is not automated.

They are not fixed values just because one can modify the frame png and need to align it.

I tried to tilt and modifying bezel frame zoom and indeed there’s a problem: Problem is not frame zoom, but inner zoom, it has to stay to 0.0 to keep content/frame alignment with tilt enabled.

I may completely remove it and just use Frame zoom, modify its label to “Frame/reflection alignment” so that one have to rely to global zoom (as in the screenshot) for the rest.

Objections?

Sorry for the trouble!

1 Like

I only use inner zoom for two things: to add black bars around content, or to properly align the image with straight bezel on + curvature off, as this combination tends to hide more image under the bezel:

DO_CURVATURE = "0.0"
BEZEL_USE_STRAIGHT = "1.0"

DO_CURVATURE = "1.0"
BEZEL_USE_STRAIGHT = "0.0"

No need!

To modify game geometry, so zooming out too, you should use the controls under “override content geometry”.

To align bezel reflections, you could instead modify the frame zoom (instead of inner zoom, likely to be removed), and then operate on global zoom.

1 Like

Alright I’ll update all my presets in preparation for inner zoom removal, I’ll use frame zoom instead.

1 Like

I just made the change.

  • “Inner Zoom” is gone
  • “Frame Zoom” has been renamed to “Frame Alignment”
  • “Global Shift/Zoom” section has been moved just under bezel section
  • Docs have been updated
  • All of the presets have been updated

To recap:

  • Frame alignment should be used to align Frame reflections to content eg: when changing monitor frame image, including when using the straight/non curved one.
  • To zoom content and monitor frame, use the parameters under Global Shift/Zoom section
  • To alter game content zoom without altering monitor frame size, use parameters under Override content geometry

I think this is all, @estefan3112, this may interests you too.

5 Likes

Lately I’ve been working on something something similar to “dot crawl” observed in NTSC signals.

I remember that effect, but I always used PAL systems, so this is a bit a mystery to me.

BTW, it manifests as color fringes going relatively fast down the screen on zones where color suddently changes in chrominance along the x axis:

Screenshot_20241007_163148

But the effect is better observed in motion, so you may want to look to Presets-4.1/tv-pal-my-old.slangp preset or manually activate it via:

Another improvement among shitty signals things is the RF noise, which gained another parameter, Snow noise:

…I don’t know if it is the correct term, but what it does is producing a more rarefied, more sparkling noise.
The old one has been renamed to “uniform noise”, instead.

Again, the effect is really not visible with a screenshot.

4 Likes

None that I can see.

It appears my inexperience with your shader has created a bit of work for myself. :innocent:

I will get this update done ASAP but I think I’ll wait to release it until the Retroarch version of the shader is updated to align with the Dev.

1 Like

Always read the docs! :laughing:

1 Like

OMG - so I probably need to start from scratch again … as you probably know, I’ve been using Inner Zoom extensively… oh well :frowning_face: Edit: Ok, seems doable, replacing Bezel Inner Zoom with the “opposite” value of Game_Geom_Zoom seems not that bad. Rest seems intact.

4 Likes

It shouldn’t be that bad just tedious. I have to do it myself with Global Zoom set to .73 and Inner Zoom changed freely.