Koko-aio shader discussions and updates

I absolutely love those shaders – perfect for my 2012 MacMini iGPU (an Intel4000). Now I can finally create immersive arcade setups with curved screens and reflections.

Do you have recommendations for an iGPU-friendly vector games preset? The VectorGFX presets that come with Koko-aio are too heavy for my system. (28fps with vector_std hires-games-fast Version ay 1920x1080).

As a starting point, I’d like to remove the trailing “ghost” image from the vector_std preset. But I don’t know where to do that, there’s sooo many options (which is great, but hard for beginners like me) :slight_smile:

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Hi there, I’m glad you like them.

The persistance effect/ghosting is really light in requirements, so you should check elsewhere to gain speed.

First of all, are you sure the core itself is producing enough fps without shaders? I’ve seen that some games like star wars runs slow despite the hardware.

Eg: I can run asteroids at 60fps with FBNeo core on an Haswell igp, which is an ancient HD4000 AFAIK, with 90%gpu use at 1080p, and this is with normal presets, not fast ones.

Star Wars, with same core and same preset, sits at 40fps, with cpu use at 75%, that’s because 40fps is the core refresh rate, so the gpu is idling more.

Another thing to check is the output resolution by the core; maybe it can be reduced tto spare gpu cycles.

What i use, FBNeo, is known to output at 480p, where MAME2003-Plua, and probably others defaults so higher resolutions:

With that resolution, my Haswell sits to 27.5fps, so it would be in line with your findings, but if I set it to 480p, then almost full speed reached, even with non fast preset (somehow FBNeo still seems faster).

As a last hope, there are the shader static options that requires additional setup.

To recap:

  • what game and core are you testing?
  • What’s the fps with lighter or no shader applied?
  • Try to lower the core output resolution
  • Try FBNeo core
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I’m using FBNeo, currently with “blur/kawase glow” shader which runs at 60fps. Asteroids Deluxe, Star Wars, Space Duel. All with 1920x1080, Core Provided, Vulkan

With identical settings, the moment I change to koko-air vector_std (hires-games-fast version) frame rate drops to 28-30 fps. Space Duel is about 40 fps, which is barely playable but with stuttering sound output.

I can’t find the options in your screenshot. Looked inside quick Menu/Core Options, and in Settings/Video/Scaling and Settings/Video/Scaling. I remember tinkering with Beam Width a while back, but can’t remember how to get there.

The option is from a MAME core, not FBNeo. FBNeo outputs at 480p which is ok, you should not configure anything.

I’m sorry to hear that you’re having problems in reaching good speeds; given that the GPU is about the same as mine, I can only blame OSX Vulkan drivers and the Metal translation layer.

Asteroids is a 60fps game; if it sits at 30fps, even with fast presets which alreaddy halves the internal resolution, I’m afraid there is little to not hope at all to reach good speeds, even with setting static options or disabling features.

If you still want to thinker with static options, please read the file config-user-optional-template.txt under koko-aio/config/config-user-optional-template.txt

I’m booting straight into Batocera, not OSX (2012 Mac Mini = Intel-based Mac).

Anyway – thanks for all your help. I might take another non-vector koko-aio preset and then disable scanlines / add glow etc Good thing is I’ll have a learning curve and get to know the shader and presets better.

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Wait, so non vector presets run full speed with the same core and content? That’s unexpected and wasn’t clear to me.

If you spot some option that cause the slowdown, I’ll be interested to know.

Also, since you’re running Batocera, you can switch to GLCore output in retroarch (restart to apply). It gives better performance than Vulkan on my Linux with old intel iGpu setup.

Sorry, no… that was an assumption from my side. The non-vector presets run just as slow. So, blur/kawase glow it is…

Hi

Im trying to use the koko shader file with duimons shader presets. So im testing with the Nintendo Snes preset in duimons pack.

Ive added in a line to the STD_Bezel.slangp file that points to one of the koko-aio slang files.

but its not changing the image, its still using the one from duimons i think. What file to i need to edit to make these changes ?

Sorry, new to all this

Yeah, I’ve seen you opened a bug report to github duimon’s repo too. However I think the right place is:

Hi i’ve never used koko before i’m seeing loads of superb ghouls and ghosts screenshots…what is the preferred koko preset for a 1080p non hdr screen?

what is the closest setting to this?

It’s ok I’ve found a preferred preset :+1: (awesome work on this!)

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What preset ? :smile:

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just went with balanced and changed the ambi slowdown to 30 so it was a bit more reactive

I switch between Koko and Guest (via megabezel specifically) a lot and I really like both, but whenever I switch to my guest presets I always miss the ambilight effect. Is there any way to use the ambilight effect from koko-aio shader with other shaders?

Unfortunately Megabezel would need to implement it.

Maybe uborder shaders?

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ooh thanks for pointing towards uborder. That was was exactly what I needed. I have almost exactly recreated my megabezel guest preset in uborder.

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Hi koko, it seems the reflections become “jagged” when using the tilt feature:

without tilt, they look good and smooth:

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Thanks!

Indeed reproduced, but I’ve a workaround ready.
I’ve just to test the performance impact before merging.

Also, I spotted that the vignette/pillow/screen uniformity thing does not follow the tilt “perspective”, so I’ll fix that too.

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Workaround applied and vignette perspective fixed, you can pull from the git repo.

Pillowing effect still needs some attention, instead.

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