08-31-2011, 06:09 PM (This post was last modified: 08-31-2011, 06:14 PM by Squall Leonhart.)
FSAA is AA when its applied to a Full Screen
MSAA is FSAA,
SSAA is FSAA
SSAA, which renders all pixels displayed high internally to kill jaggies and then scales back to the output res is more similar to what GSDX does (but not quite the same).
MSAA uses colour and coverage samples spanning a set distance and then determines the result via an averaging algorythm.
4xSS (2x2) uses far more of the hardwares capabilities then 4xMS, but you will be more likely to see a major difference.
(04-07-2009, 05:14 PM)Nexxxus Wrote: Right now i'm playing around with Nvidia's 3D Stereo feature (old Shutterglasses, not 3D Vision)
It works fine with most PC games, but not with GSdx.
The Problem is the D3D Z-Depth of GSdx is too low, models and levels looking flat like pancakes.
Is there a way to increase the Z-Depth to use 3D Stereo?
An option would be nice to toggle the correct z-depth, or ingame via hotkey (CTRL+T, this is also the hotkey to toggle 3D Stereo)
Once I tried to stretch it to full range but the shadows shifted I think. It's not something that can be done behind the game's back.
(04-12-2009, 11:52 PM)Nexxxus Wrote: hmmm, i just see just some 2D stuff and background colors, but no 3D stuff with this value.
@gabest:
i think i know why it doesn't display anything.
The Visiblity is limited or something, so if you stretch the mesh to its full length, its not in the visible range anymore.
Thats the only possible theory.
i could fix this if i just know how to increase the visiblity.
soundstorm said that the 2007 version of GSdx can work with iZ3D before.
So is it possible to add back a more realistic z depth and the corresponding visibility range to enable iZ3D or NVIDIA driver to grab the correct objects depth and render in correct order for left/right eye frames? Is it feasible?
09-02-2011, 09:43 AM (This post was last modified: 09-02-2011, 10:07 AM by e-ghost.)
is the visibiliy range is set by m_vt.m_max.p.z and m_vt.m_min.p.z in GSRendererHW.h??
and the z depth is set by output.p.z in tfx.fx?
OH. just found another post in ngemu. Seems someone has got it worked before? (at this moment I posted this reply, NGEmu.com was down so I cannot further look later replies in there ) http://webcache.googleusercontent.com/se...clnk&gl=hk
Thanks!!
PS. I am sysadmin that know little php only as sometime need to help client to amend setting files. So may be a wrong guess~
09-04-2011, 11:57 PM (This post was last modified: 09-04-2011, 11:59 PM by Saturnize.)
Hello, sorry I know this has probably been said a million times, but how do you enable hacks on gdsx in 0.9.8? I know you have to manually edit the ini but I don't think im doing it right.
EDIT: Nevermind I remembered that you have to type in "allowhacks=1" I was doing "enablehacks=1" heh
I recently discovered that gsdx 4600 runs Soul Calibur 3 twice as fast as gsdx 4863 and it got me wondering, has there ever been a revision that can get someone consistent 60fps during ZOE2's boss fights?
I'm not sure what's causing the game to run so slow otherwise... I have a 4ghz i7 with mtvu hack and an OC'd 6850 that hovers between 70-90% load according to gpu-z. Yet whenever a boss gets close to me the fps takes a huge dip. Messing with skipdraw to disable every effect didn't help the fps. Frameskip kind of helps (50fps at close range) but the action isn't smooth obviously
Check out the fps and load percentages. This is at playing on r4866 with gsdx 4863 with all default settings except: 3x res, mtvu hack enabled
If anyone has managed better fps in this scenario, let me know your setup and settings! It's killing me not being able to run this game
i have problem in tom & jerry war of whiskers, when i play the game 1/4 of my screen is black, but when i switch to software rendering (F9) its ok but fps drops greatly and graphic is worse, is there any way to fix this?