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Releases: kokoko3k/koko-aio-slang

1.9.50

28 Oct 08:50
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  • NEW: Add Horizontal "Mask helper" function to Halo section to exploit full mask brightness

  • NEW: Add "RGXB" mask Presets

  • NEW: Add an option to show simple test patterns

  • NEW: Convergence: allow to offset it more and blurring more near borders

  • NEW: Allow the choice betweeb FXAA and ddt-xbr-lv1

  • NEW: Add dot crawl emulation

  • NEW: Allow to zoom/shift fg/bg image when Rotate/flip is set to auto

  • NEW: RF noise: add a more sparkling "Snow noise" option, old one renamed to "Uniform noise"

  • NEW: RF noise: allow to move it before or after "blur/glow" stage.

  • CHANGE: Presets tuning

  • CHANGE: Slightly improved Halo blur quality

  • CHANGE: Global zoom is auto disabled when integer scaling is enabled

  • CHANGE: Better looking spot function

  • CHANGE: Removed bezel "Inner Zoom" parameter, "Frame Zoom" parameter renamed as "Frame Alignment"

  • FIX: Do not consider flipped titles as "rotated"

  • FIX: Fixed common "blurs" aspect ratio

  • FIX: Fix override content aspect options when neither ambient light nor bg/fg images are used

  • FIX: Spot: corrected spot placament for 90 and 270 rotated titles

  • FIX: Correct reflection area shade placements for 270 deg. rotated titles

  • PERF: Refactored shader passes to gain speed, previously saved full presets need to be remade, sorry.

  • PERF: Big speedup to FXAA code by just removing unused search loop.

Performance went up by almost 4% on my haswell with my standard tests.

1.9.50-rc1

21 Oct 12:17
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1.9.50-rc1 Pre-release
Pre-release
  • NEW: Add Horizontal "Mask helper" function to Halo section to exploit full mask brightness

  • NEW: Add "RGXB" mask Presets

  • NEW: Add an option to show simple test patterns

  • NEW: Convergence: allow to offset it more and blurring more near borders

  • NEW: Allow the choice betweeb FXAA and ddt-xbr-lv1

  • NEW: Add dot crawl emulation

  • NEW: Allow to zoom/shift fg/bg image when Rotate/flip is set to auto

  • NEW: RF noise: add a more sparkling "Snow noise" option, old one renamed to "Uniform noise"

  • NEW: RF noise: allow to move it before or after "blur/glow" stage.

  • CHANGE: Presets tuning

  • CHANGE: Slightly improved Halo blur quality

  • CHANGE: Global zoom is auto disabled when integer scaling is enabled

  • CHANGE: Better looking spot function

  • CHANGE: Removed bezel "Inner Zoom" parameter, "Frame Zoom" parameter renamed as "Frame Alignment"

  • FIX: Do not consider flipped titles as "rotated"

  • FIX: Fixed common "blurs" aspect ratio

  • FIX: Fix override content aspect options when neither ambient light nor bg/fg images are used

  • FIX: Spot: corrected spot placament for 90 and 270 rotated titles

  • FIX: Correct reflection area shade placements for 270 deg. rotated titles

  • PERF: Refactored shader passes to gain speed, previously saved full presets need to be remade, sorry.

  • PERF: Big speedup to FXAA code by just removing unused search loop.

Performance went up by almost 4% on my haswell with my standard tests.

1.9.30

26 Jul 14:38
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  • REMOVED: Removed support for Retroarch versions prior to to 1.16 due to the use of the rotation uniform.

  • REMOVED: Removed dot matrix debug parameter

  • REMOVED: Y-Tilt FOV option gone.

  • NEW: Adjust content/bezel size by also taking width into account

  • NEW: Add presets for PSP

  • NEW: New parameter: "Interlaced scanlines brighness push" used to lower input gamma
    When emulating interlaced screens: Useless for fast response screens such as OLeds

  • NEW: Scanline inflation turned into a generic Warped glow setting which can be applied to x axis too.

  • NEW: Add a new subfolder "Presets_HiresGames_Fast" containing speedy presets

  • NEW: VGA Dobulescan monochrome green and amber presets

  • CHANGE: Corners now have a 4:3 aspect

  • CHANGE: Y-Tilt does not require you to tweak Bezel tilting

  • CHANGE: Lowered default flicker power across the presets (but the flicker one).

  • CHANGE: General Presets tuning

  • CHANGE: Docs update

  • FIX: Keep Deconvergenge constant across input resolutions

  • FIX: CVBS color bleed: keep the size constant across input resolutions
    intended for Hi resolution content (640x480+) that don't use 2x internal processing

  • FIX: Back/Foreground image: correctly scale offset so that it is in "sync" with content position

  • FIX: Fully commented config-user.txt, sync'd with config.inc

  • FIX: Usual work to enable specific workarounds for D3D11,12

  • FIX: Lowered RESSWITCH_SAMPLING_POINT because too near to the screen border

  • OPTIMIZED: Slightly optimized fn_border

  • OPTIMIZED: Optimized halo vs scanlines blending

  • OPTIMIZED: Skip unneded alpha channel assigningments to FragColor

  • OPTIMIZED: Debanding: spare useless calls to scale_to_range()

  • Overall performance vs previous release lowered from 111 to 108 fps measured by my standard benchmark on Haswell.
    this is mainly due to new warped glow feature.

NG-1.9.20-hotfix4

23 May 16:03
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  • Inflation was broken when used with tate mode.

NG-1.9.20-hotfix3

22 May 11:24
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  • Fix Ntsc Artifacts

NG-1.9.20-hotfix2

22 May 06:26
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  • Workaround for glitches reported under AMD gpu + Batocera when using phosphors persistence
  • Deltarender: less glitches

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