There you have it, I just broke it
âŚRF noise is available through the latest snapshot
Nice! This will look beautiful with the Exodus OLD CRT overlay:
Btw, I tried to replicate the LUT colors from guest-advanced through color temperature in koko-aio but it didnât give the ntsc lut color I was hoping for, and it turned out that LUT colors are a sort of .png files, a bunch of shaders use them, try typing/searching for LUT in RetroArch/shaders and youâll know what I mean. Maybe it wonât be difficult to include them idk.
Hereâs how guest describes them in his readme file:
The shader has two ways to simulating âCRT Colorsâ. LUT colors and CRT Color Profiles. LUT colors use lookup tables to transform the sRGB color profile to something more close to CRT colors. These LUTs come from varying sources, and the accuracy regarding CRT color simulation is a bit of an unknown, but at the least they provide some nice alternative color schemes which you may like.
really appreciate it bud, awesome work around!
Static Parameters = extra speed
For those of you who donât mind tinkering with text files and are in the need of some fps boost,
there is a new file in the shader tree, it is called config/config-user.txt
Iâm not joking when I say that a complete edit of that file gave me a boost of 45%; Iâve seen my fps going from 110 to 160.
That file can contain every parameter supported by the shader.
Normally you would edit that parameters within Retroarch itself and see how the shader reacts to them, but by editing that file, instead, you will make those parameters static,and this is what will give you extra performances.
The downside of using this method is that every setting
you will write here, will be static and so that
you will NOT BE ABLE RO MODIFY it "on-the-fly" in Retroarch anymore.
//
Lines have this format: #define PARAMETER VALUE
where:
* PARAMETER is the shader parameter as defined in config.inc
(look for lines starting with #pragma there).
* VALUE is the value you want to assign to that parameter.
(it is the same you would assign to that within retroarch)
Notice, there is no equal sign, nor double quotes, so, eg:
If you know that you will always use the bezel frame:
#define DO_BEZEL 1.0
If you know you'll never alter the contrast:
#define CONTRAST 0.0
If you know your curvature will never change:
#define GEOM_WARP_X
You can disable a line by erasing it or,
since everything after "//" is ignored,
by prepending "//", eg:
// #define DO_BEZEL 1.0
...that's it, you just need to copy the values from the
preset you like to the right setting here.
Just to understand this: The performance boost is derived from static parameters alone, relative to identical non-static settings?
Yeah, the very same parameters, turned static.
This is crazy - and of course worth a try if you (like me) want to provide game-specific artwork - so why not also freeze the settings for performance?
Further news: The new Vulkan iOS driver runs blazingly fast on my iPad Air 3! The Koko-aio shader is a perfect match. With FinalBurn Neo, I am running incredible frame rates, and the shader adjusts perfectly when I rotate the iPad 90°. This is massive step forward!
Edit: Forgive me @kokoko3k for one further link to my dedicated blog entry, including a video teaser on YouTube:
By following estefan3112 suggestions, support for backdrop images is in place, needs some testing. Instructions on how to enable it are in the docs.
Quick test here (donât mind the monitor image, it just shows that you can overlay another image on top of everything). Bezel,reflections,ambient lights will most likely not work, but they should not be required since the very special nature of those cabs.
I updated my overlays again, theyâre much more polished than before. I also fixed the wrong credits link in the text file. And included a new source.psd file if anyone wants to edit the design:
@kokoko3k I zipped everything and named it the same way you did on GitHub, so you can simply copy-replace everything, hereâs the new zip link:
Wonderful, thank you
Since Iâm sure some of you are used to the way shaders used to look, I decided to add a bunch of presets named â***-classic_take.slangpâ that uses the âgood old way of doing thingsâ˘â.
This essentially means that the scanlines will alter their weight according to the pixel brightness, assuming that typical âsqueezed lookâ and that the slotmask is drawn straight on screen with all the good looking it brings, but alongside the moiree issues.
To mitigate, I decided to use a very low (not tall) slotmask:
The following is for direct comparison versus the other way of doing things:
monitor-slotmask-bloom-classic_take:
monitor-slotmask-bloom:
Probably some of you will tell they look exactly the same, which would even be a good thing.
What do you think/prefer?
awesome work Koko.
considering how good the retro emulation is on xbox series s|x, are there any plans to make your presets compatible with the system?
thx
Thanks, hereâs the deal:
You/someone buy me an xbox, i make everything in my possibilities to make it work!
Jokes aside, whatâs the real deal?Iâm a bit ignorant for what concernes consoles.
Considering the Microsoft attitude, I can imagine it doesnât support Vulkan, but koko-aio works on GLcore as well.
Doesnât it support Opengl either?
Being myself a Linux user, those are the only optionsâŚ
hahahaa dale Iâll hit the lottery tnite and ship one out to you.
as far as supporting gl⌠would i take the koko-aio and drop in the shaders_glsl directory ? or how would tht work?
It should be enough to select GLcore as output driver and then choose a preset (?)
when i set to gl it only allows to choose a preset from the shader_glsl folder and the koko-aio folder is only available in shader_slang folder
isnât glcore available?
on xbox series S|X, only gl, d3d12 and d3d11