Koko-aio shader discussions and updates

Maybe, if I recall correctly, in that case there are 2 parameter that you have to set to 0.

could you post a screenshot of the appearance menu?

1 Like

Which menu?

And thank for the help.

1 Like

Settings -> User Interface -> Appearance

1 Like

Will take a screenshot in the morning and post - thanks again.

1 Like

Downloaded 1.14 (windows)

default

menu alpha factor: 0

Menu shader pipeline: off

Menu shader pipeline: off / Background opacity: 0

If with batocera there is no “background opacity” , try to use the menu shader pipeline on so that you can have transparent menu by setting menu alpha factor: 0 (still you will have the ribbon or other animation on top).

2 Likes

Thanks for helping, I do appraciate it.

Will take a look.

1 Like

Why do you think the problem lies in koko-aio?

I think something at higher level is preventing it from using the expected parameter(s).

Uhm, maybe a rounding error (by Retroarch).

I’d inspect the generated overridden .slangp.

1 Like

Ok, on my Sony Bravia UHD OLED (in game mode) retroarch at 4k out, I’ve settled on 650 TVL.

1 Like

hey hi, i used to have this preset from here and haven’t revisited in quite a couple of months.

It used to show up properly without any issues but now i got this zoom in that cant manage to get ride of. Do you know how to fix this, please ? Thanks in advance.

Uhm, if it is an old (not simple) preset derived from a shipped one, then probably the issue is that something changed in zoom/alignment regards.

Please see here:

yeah, i didnt touch this preset in a while. It states to be safe-to-use > Monitor-Ambilight-immersive

but its date is from july 2023. Some shader may have changed since then because i cannot find a way to zoom out the main image

Edit: Yeah, i found it. Thanks a lot !! The content is awesome ! The zoom for main game image is now the last zoom option in preset

1 Like

I think it’s the global zoom primary and frame alignment too, or you could miss reflections.

This is awesome man and I think this is the right way to do emulated phosphors + curvature!

Take a look at this @RetroGames4K @guest.r @hunterk @Hyllian

6 Likes

NG-1.9.70 has been just released on github and hopefully soon via Retroarch online update.

New:

  • Phosphor triads with core resolution: Allow to target a TVL.
  • Backdrop: Permit to draw it just over the tube, Can now be used to simulate screen ambient reflections.
  • Allow to convert progressive input to interlaced.
  • make a generic low_fps() function that takes care of returning when content is under 30 or 35 fps.
  • Disable flickering on low fps interlaced content
  • interlacing + low level phophorgrid/scanlines: take halved period into account for fake integer scanlines activation
  • Add a function to clear “hives” like patterns when using dscanlines gap + slotmask

Changes:

  • Dot Crawl Tweaks
  • textures/boothill.jpg -> textures/backdrop.jpg

Fixes:

  • correctly scale slotmask dividers width to horizontal mask multiplier even when using core coords/size. BLAME ME FOR POSSIBLE REGRESSIONS
  • Correct warpedglow aspect
  • limit minimum warpedglow dynamic as i think there are rounding errors.
  • fix aliasing inside bezel border (evident when using high powered spot)
  • Slightly correct bezel aspect (4px wider texture)

Presets:

  • Add a preset that leverages TVL function
  • retweak GBA
  • do not use auto fake integer scanlines when using fake slotmask, since it mitigates moire already.
  • sharper Monitor-Screen_Hmask-Screen_SlotMask_Taller_Brighter
  • Monitor-Screen_Hmask-Screen_SlotMask_Taller_Brighter: trade hmask for scanlines, keep brightness
  • Improve Monitor-Screen_Hmask-Screen_SlotMask_Taller_Brighter.slangp
  • Monitor-Screen_Hmask-Screen_SlotMask_Taller/brighter, use dehive function, better slotmask
  • Tuned taller slotmas preset: switch grom BRG to GMX mask as it may give a more sparkling look (due to green being near black?)
  • presets: fine tune corners/edges

Performance:

  • Despite of new functions, performance is the same as the previous release.
  • Apply rgb mask multiplier in vertex shader, spare a vertex to fragment variable
  • BG_IMAGE_OVER: do not re-sample ambient light again
  • Do not sample ambient light again in fn_pixel_bezel()
  • skip a (now) useless ambient light re-sample
  • move border paint condition from canvas_bust to canvas_bezel_screen; *** blame me for regressions *** …That way it we can skip computing abientlight twice under the bezel.
  • warpedglow: 2 minor optimizations
  • Do not check if PIXELGRID_MIN_H < PIXELGRID_MAX_H, spare cycles. …please do not scanline max size < min_size in shader parameters :slight_smile:
  • spare a div in fragment, done in vertex
  • Free 2 vec2 for 1 float in vertex shader, and spare a mul in fragment
  • flip coords due to tate: use mix_step instead of if/then (seems a bit faster)
  • Remove antimoire function, it is now a generic slotmask(fake) width override. …Set it to 1.0 and use Slotmask(fake) offset instead, to have the old behavior. …It should provides a performance boost over the previous method.

@Duimon: If you like it, my suggestion is to set Presets-ng/Monitor-Screen_Hmask-Screen_SlotMask_Taller_Brighter.slangp as the default base preset for your awesome pack :wink:

13 Likes

Hi, does Koko-aio work on arm based handhelds? It works on my x86_64 with batocera42, but doesn’t work on neither rg552 with batocera39 nor rg40xxh with knulli firefly.

Is it a case of missing features on the arm opengl or something like that, or am I doing something wrong ? I’m downloading from the content download rmenu inside baotcera/knulli. 90% of other shaders work either as ES preset or inside RA menu.

Thanks for nay insight.

Hi there,

I tried koko-aio on Android and arm devices like S10 and Retroid Pocket 5 and it works, but I’ve no direct experience with rg552 or rg40xxh.

I can however try to assist you if you explain what happens.

Have you tried to set Retroarch video driver to Vulkan in first place?

Ok, found my sweetspot with the new settings: :grinning: On my Sony OLED @ 2160p, (game mode, BFI 2 on OLED) RBG mask - stunning.

7 Likes

Hello, there is no Vulkan on the handhelds only glcore, gl(default), sdl2. Also I can only see this in RA, which means next restart it’ll be on default.

But many other shaders work even ones I cobbled together in retroarch and then transferred the preset to ES presets so I can select it globally. Does Koko specifically need Vulkan to function?

Maybe the content downloader in Knulli doesn’t put it in the right place, do you think manual install might work? Just d/l your shaders from github and put them in /userdata/shaders?

GLCore is good as well.

What “does not work” means?

Also, please, provide Retroarch logs from a failed run.

Hi, sorry for late reply, knulli updated and I had to do full reflash. I think I can’t get koko to work due to needing the shaders in .glsl and googling says koko and megabezel (which also doesn’t work on the handheld) use slang which doesn’t work on the arm handhelds for reasons beyond my layman understanding. I’ll stick with fake-crt-geom and zfast. Sorry for wasting your time.