(05-02-2017, 07:58 PM)CK1 Wrote: You're going to get artifacts/an chromatic abberation effect at higher resolution, you can't avoid that. The UI is fine for me in OpenGL btw.
I don't get chromatic aberration, even at 8x IR, as long as the "Sprite/Round Sprite" hack is enabled.
The "Unscale Point and Line" hack has to be enabled in order to get the cel-shading on the characters (unfortunately that is also the hack that screws up the UI on OGL). The PS3 version removed this cel-shading, as long as others effects present on the PS2 version.
However, on PCSX2 if the cel-shading is not emulated you can see a gap on the character's edges where the black cel-shading lines are supposed to be. Problem is, OGL doesn’t render this cel-shading well at high resolution, as shown in my previous screenshots.
(05-03-2017, 07:17 PM)dogen Wrote: did you try matching the de-interlace modes? i noticed those were set differently. also, can you turn down the blending accuracy and still get correct shadows? that will save a lot of cpu
and the reason your GPU is getting maxed is because you're set to 8x res, which is overkill. go with 3-4x + FXAA. that's the sweet spot usually.
My monitor is 2560x1440, so my goal is 5x IR. I cranked it up to 8x because there was no performance impact on D3D11, and it gave a little bit of anti-aliasing without the need of MSAA, which completely killed performance.
The Interlacing is on Bob tff for D3D, because it gave the best image quality. On OGL it is set on Auto (which I'm assuming is Blend tff/bff), because Bob tff made the whole screen bouncing up and down.