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Releases: kokoko3k/koko-aio-slang

NG-1.9.20-hotfix1

19 May 10:50
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2 not critical fixes.

  1. Deltarender, is a bit heavier now, but much less prone to false positives -> less glitchy.
  2. scanline dilation size depend on Core size instead of a subsequent pass size.
    This, in turn, allow to change (lower to 1x for performance reasons in hires content) the shader pass size without affecting it.

NG-1.9.20

16 May 15:34
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NEW:
* Allow to set glow light sharpness.
* Allow to modulate reflected and diffused light fadeout.
* New Monitor-Screen_Hmask-Screen_SlotMask-Chameleon preset.
* New Monitor-Screen_Hmask-Screen_SlotMask_Taller_Brighter preset.
* Real-time autocrop.
* Add Gameboy Color Presets.
* Scanlines inflation (rounder image)

FIX:
* Tate: Fake scanline size compuration was using the wrong dimension.
* Little border between the bezel and the content will be visible even
when using geometry overrides or luminosity tied zoom.
* Keep ambient leds in place when using bezel and geometry override zoom.
* Adapt ambientlight sampling point to geometry override zoom/aspect.
* Keep ambient leds in place when using bezel and geometry override zoom.
* Fixed Deltarender (not sure when it broke).

CHANGED:
* Better bezel reflections.
* Tuned ambientlight stretcing for vertical games.
* Auto fake integer scanlines will kick in with lower screen resolutions.

MISC:
* Code cleanup.
* Several performance improvements, we're almost back to 4.1 levels.
* Several presets updates.

NG-1.9.13

05 Mar 08:31
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  • Several Micro-optimizations (moderate speedup: 2%..3% on my Haswell)
  • Working again on d3d (Xbox) via #define D3D_WORKAROUND
  • Drasstically improved compilation times and ntsc color bleed performance on Xbox Series S
  • Allow to configure dynamic zoom (raster bloom) again.
  • Add an Adaptive black level function (deeped blacks on brighter content)
  • Lowered spot strength in presets
  • Do not nightify bezel when not using bg image
  • Use a sharper tight halo in presets
  • Fix black lines on the sides when using dot matrix shadow function
  • Slightly offset x coords too to avoid geometry glitches
  • Avglum functions needs to activate when resolution switch glitch is needed
  • less bloomy tv-pal-myold preset
  • Allow to specify the ambientlight sampling point

NG-1.9.1

27 Jan 10:28
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This is the same as 1.9 - hotfix2, but slimmed down in size by removing not essential stuff like screenshots and the misc folder (moved to another support repo); There is just a new tv-flickering preset.

Presets

  • New Monitor-FXAA_sharp-Screen_SlotMask.slangp
  • New Monitor-New_aperturegrille_gm.slangp
  • New Monitor-VGA-DoubleScan.slangp
  • New Monitor-Screen_Hmask-ShadowMask.slangp
  • New Monitor-Screen_Hmask-Screen_SlotMask_Taller.slangp
  • Halved spot power
  • Set almost all presets temperatures to 7200K
  • Switch to "fake" integer scanline instead of faker on interlaced content by default
  • Hard cut artifacts under treshold on NTSC-2 preset
  • Set Automatic integer scanline switching on by default

New/Removed Features

  • Dedithering
  • Phosphor persistence
  • Added lcd antighosting static feature
  • Permit integer over-scale
  • Removed tilt along y axis, no performance increase, but one param less.
  • Removed alternate blanking feature (was already made static)
  • Improved NTSC emulation for "anything but rainbows"
  • Allow optional Double-scan low input resolutions
  • Fake integer scanlines: use -1 to let the shader choose when to activate them.
  • Shadowmask
  • Add a vibrance parameter to compress chroma dynamic range
  • Shake the screen for a while when the resolution changes

Fixes

  • Corrected fake integer scanlines period
  • Add a new workaround for D3D/XBOX
  • Fix a possible division by 0.0
  • Cut shader compile time from minutes to seconds on XBOX
  • Back/Foreground image rotation/mirroring: support all possible permutations
  • Make fake integer scanlines work with rotated and/or tated games too
  • Integer scaling now works with tate mode on rotated games
  • Bloom: identifying bright areas was broken when overriding content geometry
  • Smarter Auto vertical mask alignment

Changes

  • Denoise vignette again
  • NTSC color bleed is controlled by just 1 parameter now
  • Improved dedot function
  • Allow to turn on flickering even when not emulating masks or scanlines
  • Split spot position parameter in two, (X,Y)
  • Don't draw ambientlight over the content when using foreground image
  • Foreground image, do not "void" transparent areas which are not on top of the game content

Performance

  • Overral unchanged
  • Removed some dead code that unexpectedly used to slowdown execution
  • Slightly faster basal grid computation
  • CVBS bleed: 2..4% speedup by joining side loops

NG-1.9 Hotfix 2

23 Jan 14:12
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Presets

  • New Monitor-FXAA_sharp-Screen_SlotMask.slangp
  • New Monitor-New_aperturegrille_gm.slangp
  • New Monitor-VGA-DoubleScan.slangp
  • New Monitor-Screen_Hmask-ShadowMask.slangp
  • New Monitor-Screen_Hmask-Screen_SlotMask_Taller.slangp
  • Halved spot power
  • Set almost all presets temperatures to 7200K
  • Switch to "fake" integer scanline instead of faker on interlaced content by default
  • Hard cut artifacts under treshold on NTSC-2 preset
  • Set Automatic integer scanline switching on by default

New/Removed Features

  • Dedithering
  • Phosphor persistence
  • Added lcd antighosting static feature
  • Permit integer over-scale
  • Removed tilt along y axis, no performance increase, but one param less.
  • Removed alternate blanking feature (was already made static)
  • Improved NTSC emulation for "anything but rainbows"
  • Allow optional Double-scan low input resolutions
  • Fake integer scanlines: use -1 to let the shader choose when to activate them.
  • Shadowmask
  • Add a vibrance parameter to compress chroma dynamic range
  • Shake the screen for a while when the resolution changes

Fixes

  • Corrected fake integer scanlines period
  • Add a new workaround for D3D/XBOX
  • Fix a possible division by 0.0
  • Cut shader compile time from minutes to seconds on XBOX
  • Back/Foreground image rotation/mirroring: support all possible permutations
  • Make fake integer scanlines work with rotated and/or tated games too
  • Integer scaling now works with tate mode on rotated games
  • Bloom: identifying bright areas was broken when overriding content geometry
  • Smarter Auto vertical mask alignment

Changes

  • Denoise vignette again
  • NTSC color bleed is controlled by just 1 parameter now
  • Improved dedot function
  • Allow to turn on flickering even when not emulating masks or scanlines
  • Split spot position parameter in two, (X,Y)
  • Don't draw ambientlight over the content when using foreground image
  • Foreground image, do not "void" transparent areas which are not on top of the game content

Performance

  • Overral unchanged
  • Removed some dead code that unexpectedly used to slowdown execution
  • Slightly faster basal grid computation
  • CVBS bleed: 2..4% speedup by joining side loops

NG-1.4

15 Nov 14:21
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Misc

  • Xbox/d3d compatibility: add specific workarounds, enable them by editing config/config-static.inc
  • New config/config-static.inc and config/config-user.txt files.
    Use them to change static parameters or tu turn runtime parameters into static ones
    and gain performance. Keep a backup before updating, ofc.

Presets

  • Mitigate glitch patterns in Generic-Handheld-RGB.slangp
  • Add two handhelds dotmatrix presets "dots" in uncorrected aspect and 4:3 aspect
  • Wider ambientlight in generic handhelds rgb preset
  • Tweaked ambientlight on gba night preset
  • GBA preset: Switched from dotmatrix to pixelgrid
  • Reduce spot power on immersive preset
  • Add a simple immersive fxaa preset in the old 4.1 folder
  • Updated overmask presets to include unsharp-mask+FXAA and moire mitigation
  • New preset Monitor-Screen_Hmask_WideR-Screen_SlotMask

Parameters

  • Removed GEOM_CUT_EARS parameter, useless since using my curvature now
  • Add moire mitigation option
  • Allow to define ambientlight wideness for rotated games
  • Allow to switch to fake integer scanlines, always or only on interlaced screens (see docs)
  • Haloing can happen on an already "scanlined" image if a new static parameter: HALO_PRE_SCANLINE_GAP
  • Remove Inter-cell extra steepness parameter; it has been never used and has very little effect
  • Vertical cell Mask->Vertical shift: negative values will select the sharpest line when using screen coords

Fixes/Changes

  • Bloom strength on white area was broken when using content geometry override, fixed
  • Mitigate clipping on bright background images when mixing ambilight over them
  • Disable ambientlight debanding grain/noise when using a background image
  • Recentered wx mask so that phosphor falls at the center
  • Fixed textures paths in handhelds presets
  • Give halo a slight (very slight) rounder look
  • Slightly optimized pixel_blank_alternate (still statically disabled)
  • Dedot: use green as main channel
  • Move DYNZOOM_FACTOR in the static config file
  • Switch TATE mode to Auto by default, should affect all the presets

Performance

  • Modified debanding code, should be a bit faster now
  • Found a bottleneck in the vignette/spot code; small speedup
  • Since we gained some fps, switch HALVE_BORDER_UPDATE to 0.0 by default
  • small optimization to ntscdec()

NG-1.0

28 Sep 15:05
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Main changes from 4.1

  • Low level phosphor-grid
    which superseedes scanlines, vertical and horizontal mask.
    provides more features and is much more flexible by allowing
    to emulate common masks and freely draft new ones.

  • Add a new overmask preset to increase the whole visible mask
    (at the price of moire patterns on lower resolution).

  • Add a new Spark look punch to increase the vertical mask effect.

  • Allow to vertically stagger single phosphors to better emulate
    y-deconvercence.

  • Allow to change vertical and horizontal mask gamma.

  • Spot is now painted over the whole tube when using bezels
    and not just on the game content.

  • Improved reflection look.

  • Workaround for Flycast + Nvidia + Glcore + Ambient light
    not playing well (that was tough).

  • Ambient light scene changes are not instantaneous.

  • Selective NTSC artifacts blurring: inverted logic/workflow.

  • Switched to my own curvature function.

  • Luminosity tied zoom now has an hardcoded range.

  • Add an option to show "basal" unexcited phosphors grid.

  • Allow to use negative blurring parameters to switch from
    gaussian to box + (eventually) unsharp mask.

  • Input gain is not tied to glow feature anymore,
    moved to color correction section.

  • Prevent bloom from color shifting high tones due to color temperature.

  • Allow to pre-attenuate gain levels before applying halo.
    That way it does not change whan changing gain and may help
    in avoiding cascading effects when drafting presets.

  • Overhauled nightify function.

  • Allow to widen the ambient light effect without pushing led power

  • Allow to set virtual led position.

  • New ambient light "immersive" preset.

  • Now ambient light bezel and/or background image colorization
    can use two blend modes, multiply and add (see foggy parametter)

  • New active (not used because prone to change) parameter to
    clear dot masks betweeb scanlines (dedot).

  • Ambient light does not depend on color/brightness corrections
    anymore, set it (once) and forget.

  • Debanding is now applied on green component only.

  • Ported all old preset to new code.

  • Made new presets to show different masks possibilities.

  • Experimental delta render to save on battery powered devices
    which only render zones of the screen that has been changed
    Statically disabled.

  • Allow to set minimum lines to detect interlaced content by runtime
    parameter.

  • Add overlay-powered handhelds presets for:
    Gamegear,Gameboy Advance, Gameboy mono and Gameboy mono pocket.

  • More colorful Ambient lights.

  • Dot Matrix strength has now an "auto" parameter that adapt the grid
    steepness to the viewport size to mitigate glitches.

Full Changelog: 4.1...NG-1.0

4.1

28 Apr 07:53
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4.1
  • Add a standalone/stripped down version for gameboy mono emulation only in misc folder
  • Dot matrix emulation with grid shadow and motion blur
  • Allow to emulate monochrome display colorization
  • Add gameboy mono preset
  • Apply curvature later in the chain so that it is consistent whan inner zoom changes.
  • Allow to ignore aspect when doing integer scaling -> integer scale along both axes.
  • Allow wrap mode in shader again
  • Use mimpaps again to sample bezel lut as it gives rounding errors on amd side
  • Add TATE mode

4.0

13 Apr 15:11
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4.0
  • Preset tweaks
  • Better debanding
  • Curvature: apply a small dark border to the image when not drawing bezels
  • Slightly modified monitor texture specular reflections
  • Add shinybezel and night presets examples
  • Code Cleanup
  • Implemented a fast 3D Tilt function
  • Performance increase measured for base benchmark (240p@60fps -> 1080p@121fps on haswell and GLCORE)
  • HiDPI Modified vmask and darklines gap scaling ratio, see GAP_SIZE_PER_SCALE in config.inc
  • ...koko-aio should be ready for 4k, but i cannot test due to lack of hardware.
    
  • docs update
  • Allow to lower the bezel corner darkness
  • Optionally simulate Light diffusion on the bezel
  • Provide mix and add methods to colorize background/foreground images
  • Allow to force colorization of background and foreground images via ambient LEDs
  • Allow to colorize bezel via ambient LEDs
  • Add Nightify bezel function
  • Alternate blanking, blank bright colors less in [-1..0] range; works as usual in 0..1 range
  • Alternate blanking is statically disabled
  • Allow to configure Bezel roughness
  • Slightly tuned ntsc selective filter parameters
  • Simplified scanline code
  • Fix slotmask type 3
  • Halo is applied after scanline and the "apply over scanlines gap" does what it say.
  • Scanline tickness mask is now morphed much better than before.
  • Simplified final_pass code
  • Backdrop support can be enabled runtime
  • Allow to just draw gaps in vmasks
  • Add integer scaling
  • Allot to cut "Dolby ears" when using curvature
  • Disable alternate BFI by default
  • Wrap texture mode is disabled statically
  • Reflections are better aligned
  • Allow to modify the content aspect/zoom/shift leaving the bezel unmodified
  • Ditch old reflection blur code and just use mipmaps to blur reflections.
  • Allow to set specular reflection strength
  • Allow for higher flickering settings

3.9.01

08 Mar 15:01
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Just very minor last minute tweaks over 3.9