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I was wrong, but...:
[option in plugin dialog] - [render texture size] - [scale]
0,0 - 1024x512 - 1x1
1,1 - 2048x1024 - 2x2
2,2 - 4096x2048 - 4x4
2,3 - 4096x4096 - 4x8

Pete use 2 x index (where index is value in combobox), with check if(yres == 6) yres = 8.
Thank you for the information. By the way, how do you know this when the source code isn't available? The scale is the multiplier of the internal resolution, right?
 
Discussion starter · #324 · (Edited)
1. Reverse engineering.
2. It's a real multiplier of internal resolution, I changed names in original post.

EDIT:
I noticed that 8x16 is very slow for me on starting Konami Logo in Silent Hill, but 8x12 works fine. I using 3xBRZ, slice 8 fallback 8 8 0.
 
Even without vertex coords, i've seen you apply the filter to all textures in your plugin, which means it isn't a simple "filter emulator final output" process.

BTW, Retroarch shaders only use vertex coords to easily get some texture coords, so It isn't mandatory. It's possible to convert any Retroarch shader to use only texture data and size, the same way as you use with xBRz. It only will require some work to port it, though.
 
I agree with wasabie, but with a little more tact. It would be greatly appreciated if you could add some notations as to what each setting does in the .ini file. Your modified plug-in is my new favorite since you added xBRZ. I've never really been too much of a fan of xBRZ and it's other forms because I thought it was primarily for 2d sprite games. My eyes have been opened.
 
Discussion starter · #332 ·
File updated (.bin one). Now create ini file with comments, if you found any typos etc. write to me :p

About scaling, almost all filters scale fullscreen ie. rendered surface. This will cause a loose of detail at edges in 3D games and it will look terrible...
 
tapeq, are the sources in the first page outdated?

I've managed to successfully compile them, but the dll output doesn't create a complete ini, it lacks the fallback options and my PCSXR setup doesn't apply correctly the filter using it. It works ok when I use your latest bin, though.
 
File updated (.bin one). Now create ini file with comments, if you found any typos etc. write to me :p

About scaling, almost all filters scale fullscreen ie. rendered surface. This will cause a loose of detail at edges in 3D games and it will look terrible...
Thank you for adding notations. They are a big help. As far as xBRZ scaling in your plug-in goes I haven't noticed a lose of detail on 3D edges, in fact I can still pick out aliasing in some 3D models. Regardless, in combination with a PSXFx, Reshade's SMAA, and your plug-in is the best graphics quality I have ever gotten using ePSXe. So thank you for your hard work.
 
Thank you for adding notations. They are a big help. As far as xBRX scaling in your plug-in goes I haven't noticed a lose of detail on 3D edges, in fact I can still pick out aliasing in some 3D models. Regardless, in combination with a PSXFx, Reshade's SMAA, and your plug-in is the best graphics quality I have ever gotten using ePSXe. So thank you for your hard work.
I think he was refering to fullscreen shaders, since the way tapeq implemented it, xBRZ scales on a per-texture basis. If you used a fullscreen shader equivalent of xBRZ, you would lose detail in most cases when playing 3D games.
 
Discussion starter · #338 ·
Yes, I was refering to fullscreen shaders. Simple fullscreen shaders in gpuPeteOGL2.slf/slv will lose detail between textures, because only render target (rendered image) is exposed to them, shader authors can't get per-texture coords and scale it so image is blured.

PS: OFFTOPIC: Anyone can port Natural Colors shader to Dolphin ??? Please, pretty please :rolleyes:
 
I've got 2 questions:
  1. Does the Internal res multiplier work in conjunction with Pete's? If Pete's is set at x2 and the Tweak is set at x2, would you get x4?
  2. Fullscreen aspect ratio fix: does this work better than using the #1 Stretching Mode + the widescreen fix in Pete's? What's the benefit?
Thanks so much for this, it's a real boost to the PSX emu scene.
 
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