Releases: kokoko3k/koko-aio-slang
Releases · kokoko3k/koko-aio-slang
3.9
Bezel:
- Provide a straight bezel as well
- Better reflections blur
- Allow to use ambient lights to colorize the bezel by a custom amount
- Reflection blur can now be customized to depend on the distance from the tube
- Allow to manually set alignment parameters for bezel reflections
- Reflection in the corners can be tweaked via static config, not just in the texture.
- Reflection strength can be freely configured
Bloom:
- Far better look even at higher sizes with no performance cost.
- Bloom may now depend on Zone brightness
- Bloom modulation can be temporally smoothed
- Bloom temporal modulation inertia can be configured
- Bloom modulation can be "soloed" to better tweak it
Other Improvements, changes, additions
- Allow to shift and zoom the whole image.
- Adjusted global noise/deband code
- Moved aspect ratio settings down in the option list
- Add RF noise
- Allow to specify a minimum and maximum scanline height.
- Add optional support for backdrop images for BW games that use mirrors
- Add a clean scanline preset and other "classic_take" presets.
- Use NTSC conversion weights to get average luminance
- Allow to change the default back/over image wrap_mode.
- Luminosity dependant zoom is now temporal smoothed
- Provide a way to selectively blur ntsc artifacts.
Performance:
- Reduced number of total passes
- Performance optimizations in warp function
- split config.inc in config.inc and config.globals.inc to easilly
- Tune parameters to static and gain (a lot of) performance
- Further reduced ambient light gpu use.
- Disable bezel mipmap generation by default, gain performance.
- Bit faster pixel_darklines
- Better glow spread that depends on color brightness
- (optionally it can completely drive blur sharpness)
- glow and halo: use 2 passes (x,y)
Bugs fixed:
- Fix composite bleed + deconvergence togheter
- Get rid of another useless pass for ambilight, gains DX11 compatibility
- Keep bloom size consistent across input resolutions
- Keep bezel reflection size consistent across resolutions
- Avoid negative pow exponents (fixes koko-aio under nvidia and probably amd)
- Bezel reflections now are consistent with luminosity dependant zoom
- Workaround graphical glitches when switching "temporal" options runtime.
3.5
Relevant changes follow:
- Add a parameter to auto-compensate for scanline brightness loss
- Add a "luminance" control that does not clip
- Allow to compensate for brightness loss in vmask and darklines
- More tighter base presets
- Allow to choose between 3 slotmasks type in sync with scanline height and update presets to use them
- New parameter to balance halo versus scanline deepness
- Add a new "PAL" preset that remembers me of my old PAL tv
- Initial support for NTSC color artifacting
- Fixed monitor png frame aspect
- Auto handle background image rotation for rotated games
- Preset updates to use new features.
With this release, due to new code added, I observed an increased gpu use. (about 5..7% on 1080p on my Haswell IGP)
3.0
- Several performance improvements (about 5% faster now)
- Tweaked ambient light leds parameters
- Better Bezel hilights and reflections
- Whole image zooming depending on the content brightness
- Improved scene detection logic for Ambient led lights
- Allow to scale masks
- Greatly improved slotmask look
- Bloom: allow to choose how much it affects bright colors
- Allow to set an RGB Mask size for HiDPI screens
- Allow to draw a gap between rgb mask triads
- Presets tweaking
- VMASK: implemented green-magenta to rgb subpixel layout
- Add support for RGB offset
- Add Contrast, brightness and color temperature controls
- Add support for background or alpha driven foreground images
- Add new "vibrant tv" and "fake ntsc" presets
- Improved bloom look
- Add simple chroma bleed option
- Code cleanup