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Config User

The document provides instructions for modifying shader parameters to enhance FPS in Retroarch by uncommenting specific lines. Each parameter can be set statically, but this means they cannot be changed dynamically within Retroarch. The document includes examples of parameters and their descriptions for user convenience.

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azarkiel
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0% found this document useful (0 votes)
8 views8 pages

Config User

The document provides instructions for modifying shader parameters to enhance FPS in Retroarch by uncommenting specific lines. Each parameter can be set statically, but this means they cannot be changed dynamically within Retroarch. The document includes examples of parameters and their descriptions for user convenience.

Uploaded by

azarkiel
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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//DON'T DELETE THIS LINE

// KEEP A BACKUP OF THIS FILE IF YOU MODIFY IT!


//
// There yoy have a chance to boost your FPS,
// the more lines you insert (or uncomment), the more your FPS will be high.
//
// 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 //DESCRIPTION
// where:
// "//" means a comment; read: Everything after "//" is simply ignored.
// * 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)
// * DESCRIPTION is the associated label in retroarch menu, reported here
just for convenience
// (not needed nor taken into account, so if they differ a bit, it don't
mind)
//
// Almost if not all of the parameters are reported here but commented (prepended
with the double slash //)
// Since a double slash means that everything after it is ignored,
// then you have to remove the leadings "//"
//
// Notice, there is no equal sign, nor double quotes, so, eg:
// If you know that you will always use the bezel frame, you will have:
// #define DO_BEZEL 1.0 //Bezel enable?
//
// If you know you'll never alter the contrast:
// #define CONTRAST 0.0 //Contrast in
//
// If you know your curvature // will never change:
// #define GEOM_WARP_X //Warp X
//
// As said, 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.
//
//

// #define DO_CCORRECTION 1.0 // ★ Color corrections enable?


// #define IN_GLOW_POWER 1.5 // Input signal gain
// #define LUMINANCE 0.2 // Luminance push
// #define BRIGHTNESS 0.0 // Brightness in
// #define CONTRAST 0.0 // Contrast in
// #define ADAPTIVE_BLACK 0.1 // Adaptive Black level range
// #define TEMPERATURE 7700.0 // Temperature in (6500=off)
// #define IN_GLOW_GAMMA 2.0 // Gamma In (applied at the
beginning)
// #define GAMMA_OUT 0.4 // Gamma out (applied at the end)
// #define COLOR_MONO_COLORIZE 0.0 // Monochrome screen colorization
// #define COLOR_MONO_HUE1 0.25 // . Hue bright
// #define COLOR_MONO_HUE2 0.3 // . Hue dark
// #define COLOR_MONO_HUE_BIAS 0.0 // . Hue bright-dark bias
// #define SATURATION 1.0 // Saturation in (1.0=off)
// #define VIBRANCE 0.0 // Vibrance in (0.0=off)

// #define DO_FXAA 0.0 // ★ FXAA enable?

// #define DO_RF_NOISE 0.0 // ★ RF Noise enable?


// #define RF_NOISE_STRENGTH 0.05 // Strength

// #define DO_DEDITHER 0.0 // ★ Dedither enable? (not with NTSC


artifacts)
// #define DEDITHER_TRESHMAX 1.2 // Sensitivity
// #define DEDITHER_STRENGTH 0.8 // Basic search strength
// #define DEDITHER_STRENGTH2 0.0 // Extensive search strength

// #define DO_NTSC_ARTIFACTS 0.0 // ★ CVBS: NTSC color artifacts enable?


// #define NTSC_MIX 0.5 // Strength
// #define NTSC_FILTER_WIDTH 17.0 // Filter width
// #define NTSC_FILTER_SCF 5.30 // Subcarrier Frequency mul
// #define NTSC_FILTER_FC 2.5 // Frequency cutoff
// #define NTSC_PHASE_SHIFT 0.0 // Phase shift
// #define NTSC_ARTF_TRSH 0.1 // . Consider artifacts above this
treshold
// #define NTSC_SHOW_ARTF_MASK 0.0 // . Show the mask of selected
artifacts (debug)
// #define NTSC_ARTF_NOBLUR 0.0 // . 1* Under treshold: Cancel
blur (Glow)
// #define NTSC_ARTF_NOBLEED 0.0 // . 2* Under treshold: Cancel
Bandwidth limited chroma"
// #define NTSC_ARTF_ZAP 0.0 // . 3* Under treshold: Cancel
artifacts"

// #define DO_SAT_BLEED 0.0 // ★ CVBS: Bandwidth limited chroma enable?


// #define SAT_BLEED_PAL 0.0 // Use PAL colorspace, not NTSC
// #define SAT_BLEED_STRENGTH 1.0 // Strength
// #define SAT_BLEED_SIZE 5.0 // Size (capped to 5.0 in d3d)
// #define SAT_BLEED_FALLOFF 1.7 // Falloff

// #define DO_PPERSISTENCE 0.0 // ★ Persistence of phosphors enable?


// #define PPERSISTENCE_START 0.9 // Early decay
// #define PPERSISTENCE_END 0.5 // Late Persistence

// #define DO_SHIFT_RGB 1.0 // ★ Deconvergence enable?


// #define OFFSET_STRENGTH 0.3 // Strength
// #define SHIFT_R -20.0 // Red offset
// #define SHIFT_G 0.0 // Green offset
// #define SHIFT_B 20.0 // Blue offset
// #define DO_IN_GLOW 1.0 // ★ Glow/Blur enable?
// #define IN_GLOW_BIAS 1.0 // Glow to blur bias
// #define IN_GLOW_SPREAD 0.6 // Glow light gain
// #define IN_GLOW_SPREAD_SHARPNESS // Glow light sharpness
// #define IN_GLOW_W -0.80000 // Sharp X (neg=use BOX unsharp)
// #define IN_GLOW_H 7.0 // Sharp Y (neg=use BOX unsharp)
// #define IN_GLOW_WARPSHARP_X 0.4 // Warped glow (X)
// #define IN_GLOW_WARPSHARP_Y 0.4 // Warped glow (Y)
// #define IN_GLOW_WARPSHARP_GAMMA 1.0 // Warped glow dynamics (1.0=linear)

// #define TATE 1.0 // ★ Tate mode (0:disabled 1:auto 2:forced)

// #define RESSWITCH_GLITCH_SIZE 0.1 // ★ Glitch amount if vertical resolution


changes

// #define MIN_LINES_INTERLACED 380.0 // . Consider Hi-Resolution above #


lines (0=never):
// #define PIXELGRID_INTR_DISABLE_Y -1.0 // . Hi-Res scanlines type (read
docs):
// #define PIXELGRID_INTR_GAMMA_ADJ 0.9 // . Interlaced brighness push (less
is more, not for OLEDs)
// #define PIXELGRID_INTR_FLICK_MODE 2.0 // . Scanlines flicker
(0=off,1=on,2=if Hi-Res)
// #define PIXELGRID_INTR_FLICK_POWR 0.25 // . Flicker power

// #define DO_PIXELGRID 1.0 // ★ Low level Phosphor grid enable?


// #define PIXELGRID_OVERMASK 1.0 // Overmask (1.0 = neutral)

// #define DO_PIXELGRID_H 1.0 // ★ Scanlines (0 to disable)


// #define PIXELGRID_DOUBLESCAN 0.0 // . Double-scan low input
resolutions
// #define PIXELGRID_COREY_FAKE_SCAN 0.0 //
// #define PIXELGRID_MIN_H 0.3 // . Fake integer scanlines (-
1=auto)
// #define PIXELGRID_MAX_H 0.7 // . Phosphors height Max
// #define PIXELGRID_GAMMA_H 5.2 // . Phosphors height min->max
gamma:
// #define PIXELGRID_NO_INTERBLEED_H 1.0 // . Inter line extra steepness
(1.0 to disable)
// #define PIXELGRID_H_ANTIMOIRE 0.0 // . Anti-moire sweet spot
(disables Y deconvergence)
// #define PIXELGRID_OFFSET_CORE 0.0 // . Slotmask(fake) offset (not
with anti-moire)
// #define PIXELGRID_DECON_R_H 0.0 // . Deconvergence Y: R
phosphor
// #define PIXELGRID_DECON_G_H 0.0 // . Deconvergence Y: G
phosphor
// #define PIXELGRID_DECON_B_H 0.0 // . Deconvergence Y: B
phosphor
// #define PIXELGRID_H_DEDOT 0.0 // . Dedot mask between
scanlines (use only if needed!)

// #define DO_PIXELGRID_W 1.0 // ★ Horizontal mask (0 to disable)


// #define PIXELGRID_SIZE_W 1.0 // . Resolution: (core or screen)
// #define PIXELGRID_MUL_X 1.0 // . Cell size multiplier x
(neg=divider):
// #define PIXELGRID_H_PRST 3.0 // . Mask type preset (0: for
manual)
// #define PIXELGRID_H_COUNT 3.0 // . 0: Phosphors+gap count
(mask size)
// #define PIXELGRID_R_SHIFT 0.0 // . 0: R phospor position
// #define PIXELGRID_G_SHIFT 1.0 // . 0: G phospor position
// #define PIXELGRID_B_SHIFT 2.0 // . 0: B phospor position
// #define PIXELGRID_MIN_W 0.25 // . Phosphors width Min
// #define PIXELGRID_MAX_W 0.40 // . Phosphors width Max
// #define PIXELGRID_GAMMA_W 1.5 // . Phosphors width min->max
gamma:
// #define PIXELGRID_BASAL_GRID 0.02 // . Black level of the unexcided
phosphor grid

// #define PIXELGRID_Y_MASK 0.0 // ★ Vertical cell Mask


(aperturegrille/slotmask)
// #define PIXELGRID_Y_MASK_COORDS 0.0 // . Resolution: (core or
screen)
// #define PIXELGRID_Y_MASK_HEIGHT 1.0 // . Height divider (neg =
multiplier):
// #define PIXELGRID_Y_MASK_OFFSET 1.0 // . Even/odd Y offset
(slotmask)
// #define PIXELGRID_Y_MASK_SHIFT 0.15 // . Vertical shift (neg =
auto)
// #define PIXELGRID_Y_MASK_STEEP 1.0 // . Steepness
// #define PIXELGRID_Y_MASK_ON_WHITE 0.0 // . Fadeout under light
// #define PIXELGRID_Y_SPARK 1.0 // . Sparkling look punch

// #define PIXELGRID_DO_SHADOWMASK 0.0 // ★ Shadowmask


// #define PIXELGRID_SHADOWMASK_H 0.0 // . X staggering
// #define PIXELGRID_SHADOWMASK_SHIFT 1.0 // . Phosphor height

// #define DO_DOT_MATRIX 0.0 // ★ Dot matrix emulation enable? (NOT with


scanlines!)
// #define DOT_M_G_STR 0.0 // Grid strength
// #define DOT_M_G_TRESH 1.1 // . Paint on bright (<0 on black)
// #define DOT_M_G_BRT 0.0 // . Grid brightness
// #define DOT_M_G_SHARP 0.0 // . Grid sharpness (0.0 for auto)
// #define DOT_M_MBLUR_STR 0.45 // Refresh inertia
// #define DOT_M_MBLUR_MODE 0.0 // . Inertia on: both,white,black
// #define DOT_M_SHADOW_STR 0.0 // Shadow strength (disables
deconvergence)
// #define DOT_M_SHADOW_OFF 0.0 // . Shadow offset

// #define DO_HALO 1.0 // ★ Halo enable?


// #define HALO_NO_PREGAIN 1.0 // Pre-attenuate input signal gain to 1x
// #define HALO_POWER 0.5 // Strength (negative = 10x precision)
// #define HALO_SHARPNESS 6.5 // Sharpness
// #define HALO_GAMMA 2.0 // Gamma in, the higher, the less the
halo on dark colors
// #define HALO_GAMMA_OUT 1.0 // Gamma out
// #define HALO_VS_SCAN 0.7 // Light up scanline gaps and dot grid
gaps too
// #define DO_BLOOM 1.0 // ★ Bloom enable?
// #define BLOOM_MIX 0.40 // Final mix, (0.0=off)
// #define BLOOM_SIZE 4.0 // Radius
// #define BLOOM_QUALITY 1.0 // Quality: more is better but slower
// #define BLOOM_GAMMA 8.0 // Gamma in (threshold)
// #define BLOOM_GAMMA_OUT 1.2 // Gamma out (contour smoothness)
// #define BLOOM_POWER 1.20 // Power multiplier
// #define BLOOM_EYE_ADPT_SRT 0.6 // Modulate: Local exposure eye
adaption strength
// #define BLOOM_EYE_INERTIA 750 // Modulate: Time before eye adaption
starts
// #define BLOOM_OVER_WHITE 0.5 // Modulate: Strength on bright areas
(0 = aura)
// #define BLOOM_BYPASS 0.0 // Bypass/Solo (1=Unmodulated,
2=Modulated)

// #define DO_CURVATURE 1.0 // ★ Curvature/Corners/Edges enable?


// #define GEOM_WARP_X 0.28 // Warp X
// #define GEOM_WARP_Y 0.32 // Warp Y
// #define GEOM_CORNER_SIZE 0.01 // Corners radius
// #define GEOM_CORNER_SMOOTH 200.0 // Edges sharpness

// #define DO_BEZEL 1.0 // ★ Bezel enable?


// #define BEZEL_USE_STRAIGHT 0.0 // Straight
// #define BEZEL_INNER_ZOOM -0.01 // Inner zoom (ignored with integer
scaling)
// #define BEZEL_FRAME_ZOOM 0.17 // Frame zoom
// #define BEZEL_R -0.35 // Color: Red
// #define BEZEL_G -0.35 // Color: Green
// #define BEZEL_B -0.35 // Color: Blue
// #define BEZEL_CON 1.3 // Contrast
// #define BEZEL_RFL_ZOOM 0.0 // Reflections zoom
// #define BEZEL_REFL_STRENGTH 0.5 // Reflections strength
// #define BEZEL_RFL_BLR_SHD -0.2 // Reflections sharpness
// #define BEZEL_ROUGHNESS 1.0 // Reflections roughness
// #define BEZEL_DIFFUSION_STR 0.2 // Diffusion strength
// #define BEZEL_LIGHT_NO_FADEOUT 0.5 // Specularity strength
// #define BEZEL_SPCL_STRENGTH 0.5 // Light fadeout distance
// #define BEZEL_CORNER_DARK 0.8 // Darken corners

// #define DO_BG_IMAGE 0.0 // ★ Back/Foreground image enable?


// #define BG_IMAGE_OVER 0.0 // Image over content (alpha channel
driven)?
// #define BG_IMAGE_OFFX 0.0 // Shift Image over X axis
// #define BG_IMAGE_OFFY 0.0 // Shift Image over Y axis
// #define BG_IMAGE_ZOOM 1.0 // Zoom Image
// #define BG_IMAGE_ROTATION -1.0 // Rotate/flip (0=auto,1/-1=no
change,<0 for rotated games)
// #define BG_IMAGE_NIGHTIFY 0.0 // Nightify image
// #define BG_IMAGE_WRAP_MODE 0.0 // Wrap mode: default, clamp to border,
edge, repeat

// #define DO_BACKDROP 0.0 // ★ Backdrop mirrored image enable?


// #define BACKDROP_OFFX 0.0 // Shift backdrop over X axis
// #define BACKDROP_OFFY 0.0 // Shift backdrop over Y axis
// #define BACKDROP_ZOOM 1.0 // Zoom backdrop

// #define DO_AMBILIGHT 1.0 // ★ Ambient light leds enable? (am)


// #define AMBI_STEPS 60.0 // Slowness
// #define AMBI_FALLOFF 0.40 // Led power/falloff
// #define AMBI_POWER 1.8 // Led Saturation
// #define AMBI_INT_OFFSET 0.07 // Internalness (Led position)
// #define AMBI_SMP_INT_OFFSET 0.07 // Internalness (Sampling point)
// #define AMBI_STRETCH 0.0 // Widen lights (horizontal
games)
// #define AMBI_STRETCH_VERTICAL 0.5 // Widen lights (vertical games)
// #define AMBI_GAMMA 1.3 // Output Gamma
// #define AMBI_OVER_BEZEL 0.2 // Bezel Colorization intensity
// #define AMBI_OVER_BEZEL_SIZE 0.15 // Bezel Colorization size
// #define AMBI_BG_IMAGE_BLEND_MODE 0.0 // Back/Foreground image alpha
blend (0=mix, 1=add)
// #define AMBI_ADD_ON_BLACK 1.0 // Foggy (power on dark colors,
add mode only)
// #define AMBI_BG_IMAGE_FORCE 0.0 // Always colorize
Back/Foreground image (add mode only)

// #define DO_VIGNETTE 1.0 // ★ Vignette enable?


// #define V_SIZE 1.08 // Size
// #define V_POWER 1.00 // Power

// #define DO_SPOT 1.0 // ★ Spot enable?


// #define S_POSITION_X 1.0 // X Position
// #define S_POSITION_Y 1.0 // Y Position
// #define S_SIZE 0.4 // Size
// #define S_POWER 0.05 // Power

// #define DO_GLOBAL_SHZO 0.0 // ★ Global shift/zoom enable?


// #define GLOBAL_OFFX 0.0 // X axis shift
// #define GLOBAL_OFFY 0.0 // Y axis shift
// #define GLOBAL_ZOOM 2.0 // Zoom

// #define DO_TILT 0.0 // ★ Tilt enable?


// #define TILT_X 0.25 // Tilt along X axis

// #define ASPECT_X 0.0 // Aspect Ratio Numerator (<=0 for a preset)


// #define ASPECT_Y 3.0 // Aspect Ratio Denominator

// #define DO_DYNZOOM 0.015 // ★ Luminosity tied zoom (!!OBSTRUCTS integer


scale!!)

// #define AUTOCROP_MAX 0.0 //★ Autocrop: maximum amount (!!OBSTRUCTS


integer scale!!)
// #define AUTOCROP_MIN 1.0 // Number of mandatory lines to crop
// #define AUTOCROP_SAMPLES 10 // Samples per frame (faster
response, higher gpu use)
// #define AUTOCROP_SAMPLE_SIZE 2.0 // Sample size (big speedup, less
accurate)
// #define AUTOCROP_STEADINESS 0.01 // Scene change treshold (0 =
continuous cropping)
// #define AUTOCROP_SAMPLES 0.02 // Transition speed

// #define DO_GAME_GEOM_OVERRIDE 0.0 // ★ Override content geometry enable?


// #define GAME_GEOM_INT_SCALE 0.0 // Integer scale (disables inner
zoom) 2=No keep aspect
// #define GAME_GEOM_INT_SCALE_MAX 10.0 // . Maximum integer scale
// #define GAME_GEOM_INT_SCALE_OVR 1.0 // . Permit integer overscale
by

// #define GAME_GEOM_ASPECT 0.0 // Aspect (0 = unchanged)


// #define GAME_GEOM_VSHIFT 0.0 // Vertical position
// #define GAME_GEOM_HSHIFT 0.0 // Horizontal position
// #define GAME_GEOM_ZOOM 1.0 // Zoom
// #define GAME_GEOM_OFF_FIX 0.0 // Sharp hack through offset
(0.0=disable)

// #define DELTA_RENDER_FORCE_REFRESH 4.0 //


// #define DELTA_RENDER_CHECK_AREA 1.0 //

////////////////////////////////////////////////////////////////////////////
//
// STATIC VALUES FOR PERFORMANCE SETTINGS
// The following are not Runtime configurable parameters
// But they are here because they are meant to push performance as well.
// They were previously defined in config-static.inc file.
//
////////////////////////////////////////////////////////////////////////////

//Renders only changed parts of screen, set to 1.0 to lower power consumption /
mitigate throttling:
#define DELTA_RENDER 0.0

//Halve rendering refresh on bezel and ambilight set to 1.0 to spare gpu cycles:
#define HALVE_BORDER_UPDATE 0.0

//Skip random() function used for noise/debanding/bezel roughness,


//set to 1.0 to spare gpu cycles:
#define SKIP_RANDOM 0.0

//Set this to 1.0 is the only way to statically disable Warped Glow (X) and
//spare a lookup in the final pass;
//When the screen is rotated, skipping SKIP_WARPEDGLOW_X means skipping
SKIP_WARPEDGLOW_Y
#define SKIP_WARPEDGLOW_X 0.0

//Set this to 1.0 is the only way to statically disable Warped Glow (X) and
//spare a lookup in the final pass.
//When the screen is rotated, skipping SKIP_WARPEDGLOW_Y means skipping
SKIP_WARPEDGLOW_X
#define SKIP_WARPEDGLOW_Y 0.0

// Developer reminder: bash script to partially convert a shader preset


// edit: obsolete and incomplete since it does not recur references.
// for l in $(cat /koko/.config/retroarch/shaders/test.slangp |grep ^[A-Z] ) ; do
p=$(echo $l|cut -d " " -f 1) ; v=$(echo $l | cut -d \" -f 2); echo \// #define $p
$v; done

//DONT DELETE THIS LINE

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