![]() You can go to the wiki for more detailed info on the different options. ![]() ![]() Prioritize the Phosphor Mask and Scanlines sections. The shader's UI includes tips and descriptions for setting it up well. The PAL and NTSC shaders are particularly useful (load them before crt-royale). Matsilagi/RSRetroArch - Matsilagi has a chunk of other RetroArch shaders ported over here already. It'll probably spit out a bunch of yellow error messages in DX9, but that's okay. A Reshade that makes the game look more vibrant and lightful, but not so much that it would ruin the atmosphere and feel of the game. This shader should work with DX9, DX10/11/12, OpenGL, and Vulkan. Thanks to andersstorhaug for the idea to let the user rotate the screen. Lord of Lunacy and Marty McFly helped me with some optimizations that were really cool. It's been tremendously helpful, especially in figuring out some of the nastier bugs. Special thanks goes to Matsilagi for his time, suggestions, testing, debugging, and enthusiasm. The vast majority of the code here is taken from the current libretro shader repositories, so the most of the credit goes to those authors. But on retro arch its super laggy on default settings, havent even tried upscaling or locking 60fps. And I'm doing fine.This is a port of the crt-royale shader by TroggleMonkey from RetroArch/libretro to ReShade 4.9+. I got American Wasteland on PCSX2 standalone working great, no lag 60fps upscaled to 1080p. My system is a Lenovo Y700 laptop which is weaker then your PC. It's like a nightmare, gives a new meaning to the phrase "Scared of your own shadow." Duuuuuuh-huh. I am noticing shadows coming up where they are supposed to be on SH3 too. Which means that the games run at above 15 fps, at least for me. The problem of it is, naturally, that software renders stuff accurately, but is too weak to produce a proper steady render. Some games like the original "Destroy all Humans !" and "FF VII Dirge of Cerberus" seem to only have normal visuals if "Software" renderer is used. The shadows are probably only ever fixed when you use the "Software" renderer, man. But it's supposedly pretty normal, I've heard it occur at other people's PCSX2 footage on YouTube. Usually, in my case, the only problem that occurs is that sound has this mechanic kind of shattered ring to it the first half a second before audio fully comes in. INTC Spin Detection, mVU, Wait Loop Detection and MTVU are enabled. Unfortunately for you, these are both OpenGL features that either cannot or have not yet been implemented in D3D. Right now my speedhacks are enabled, but both EE Cyclerate and VU Cycle Stealing sliders are at 0. It seems like the shadow problem is fixed by using Depth Emulation, and the grain problem is fixed by setting Blending Unit Accuracy to Medium or higher. Enhanced Edition PCSX2 Display Resolution In reference to how each platform renders and displays the game in varying aspect ratios. I oversize the resolution too much, naturally.- If I majorly fuck around in the "speedhacks" category. I might be completely wrong, but slowdowns usually occur to me if: Internal Resolution: Custom (1400 x 760)Texture fltering: nearest Renderer: Direct3D11 (Hardware)Interlacing: Auto ![]() I can only list what I am personally using, man, I have no clue of what result your system is going to give you. In Silent Hill 2 and 3 it's better to set texture filtering to Bilinear (forced excluding sprite) for example. De-alias sounds more accurate in a select few areas, but you're better off keeping it off.Īlso keep in mind that these are not end-all be-all settings. PortAudio and WaveOut is also very good (PortAudio might be the best). Internal resolution - Anything your computer can handleįXAA Shader ON/OFF, depends on preference.Ĭhange the audio plugin from XAudio 2 to DirectSound. The best hypothetical settings require a pretty good gaming PC, keep that in mind, but this is what I found have the least amount of issues (keep in mind that there will still be issues). To fix the shadows, go to advanced settings and turn half-pixel offset to special (texture).Īlso, turn bilinear filtering to bilinear (forced).
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