GSdx
(05-18-2015, 03:31 AM)tsunami2311 Wrote: cause even if it using all the same textures at all distance cause ps2 dont use mip it does not change the fact af make textures sharper

No, AF does not make textures sharper. That is not what AF does(not on a fundamental level, at least).

AF makes textures a more appropriate resolution for their position and angle. This can include making them sharper(PC games) or making them less sharp as happens in PCSX2.

Easy way to look at it is this.

AF on:
Too sharp(e.g. too high resolution) textures become less sharp(lower res)
Too blurry(e.g. too low resolution) textures become sharper(higher res)
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When did this Round Sprite hack get added? I just started playing Wild ARMS 5 today and I was about to resign myself to playing through the game in native res to get rid of the horrible sprite issues during battles and some menus when I decided to try out a newer build in case it was fixed, and lo and behold this option completely fixes it. Round Sprite does cause a subtle but noticeable warping effect for scrolling text, but that is a small price to pay for having no flickering garbage lines due to sprite scaling issues.

       
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It was added a couple of weeks ago.
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(05-18-2015, 03:37 AM)Blyss Sarania Wrote: No, AF does not make textures sharper. That is not what AF does(not on a fundamental level, at least).

AF makes textures a more appropriate resolution for their position and angle. This can include making them sharper(PC games) or making them less sharp as happens in PCSX2.

Easy way to look at it is this.

AF on:
Too sharp(e.g. too high resolution) textures become less sharp(lower res)
Too blurry(e.g. too low resolution) textures become sharper(higher res)

I will take your word for as dont understand how it really works other then what does on pc games.
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(05-18-2015, 03:19 AM)Arcadius Wrote: Mhm, main advantage of AF in PCSX2 is fixing shimmering, really annoying stuff when playing a game and textures are shiny and dancing with your camera.

Can someone do a comparison shot when looking out of the city in one of the exiting areas in rabanastre? I still see alot of shimmering even at 16x.
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you can now customize the option for Anisotropic filtering on Opengl (hardware mode) Windows [GUI]. the support for Anisotropic filtering on Opengl was recently added by gregory so, I had made the option configurable for Opengl (hardware mode).

special thanks to mirh for testing it. Smile
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After all these changes in GSdx-OGL (thanks to everyone that contributed, especially gregory38), is it now approximately on par with the DX11 renderer (or even better)? I almost didn't use PCSX2 lately, so I didn't compare recent builds.

And I'm glad this emulator uses plugins. I can still use the overclocking build with the latest GSdx plugin.
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OGL is as fast as DirectX now, but only on Nvidia cards
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changes to OPENGL are great ,but as far as i can tell GSDX shader still has no effect not single effect in that gsdx shader has an effect in OPENGL which is deal breaker for me

Tested with v1.3.1-365-gb52ee6f build

2.30 GSDX shader is used but 2.20 dont work either

Code:
/*===============================================================================*\
|########################      [GSdx FX Suite v2.30]      ########################|
|##########################        By Asmodean          ##########################|
||                                                                               ||
||          This program is free software; you can redistribute it and/or        ||
||          modify it under the terms of the GNU General Public License          ||
||          as published by the Free Software Foundation; either version 2       ||
||          of the License, or (at your option) any later version.               ||
||                                                                               ||
||          This program is distributed in the hope that it will be useful,      ||
||          but WITHOUT ANY WARRANTY; without even the implied warranty of       ||
||          MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the        ||
||          GNU General Public License for more details. (c)2015                 ||
||                                                                               ||
|#################################################################################|
\*===============================================================================*/
//#NOTICE: This post-processing suite requires Direct3D10(Shader Model 4.0), or higher.

/*------------------------------------------------------------------------------
                       [DEFINITIONS & ON/OFF OPTIONS]
------------------------------------------------------------------------------*/

//--------------------------#[CHOOSE EFFECTS]#--------------------------------\\

//#[ANTIALIASING TECHNIQUES]   [1=ON|0=OFF]  #READ: For best results: Use gsdx fx antialiasing OR filtering. Not both together.
#define UHQ_FXAA                    1      //# High Quality Fast Approximate Anti Aliasing. If GSdx's internal FXAA is also enabled, this equals FXAA2x.[3D]

//#[FS SCALING TECHNIQUES]    [1=ON|0=OFF]  #READ: For best results: Only enable one type of filtering at one time. Use post antialiasing OR FS filtering, not both.
#define BILINEAR_FILTERING          0     //# Bilinear Fullscreen Texture Filtering. BiLinear filtering - light to medium filtering of textures.[2D]
#define BICUBIC_FILTERING           0     //# Bicubic Fullscreen Texture Filtering. BiCubic filtering - medium to strong filtering of textures.[2D]
#define GAUSSIAN_FILTERING          0     //# Gaussian Fullscreen Texture Filtering. Gaussian filtering - strong to extra strong filtering of textures.[2D]
#define BICUBLIC_SCALER             0     //# Bicubic Interpolation Scaling. Uses BCS on up scaling, and downsampling of games, for smoother scaling.
#define LANCZOS_SCALER              0     //# Lanczos Interpolation Scaling. Uses Lanczos on up scaling, and downsampling of games for smoother scaling.

//#[LIGHTING & COLOUR]         [1=ON|0=OFF]  #READ: These can all be turned on & off independently of each other. [For High Dynamic Range(HDR) use Bloom & Tonemapping together]
#define BLENDED_BLOOM               1      //# High Quality SP Bloom. Soft lighting with blending techniques, for a natural looking bloom.
#define SCENE_TONEMAPPING           1      //# HDR Scene Tonemapping. Layered component conversion, and applies scene tone mapping.
#define COLOR_CORRECTION            1      //# Component Color Correction. Colorspace conversion, with correction curves, and multiple palette types.
#define CROSS_PROCESSING            0      //# Filmic Cross Processing. Alters the tone of the scene, crossing the game's color set, with another.
#define GAMMA_CORRECTION            0      //# RGB Gamma Correction. Fixed expansion to variable compression gamma correction curve.
#define PIXEL_VIBRANCE              1      //# Pixel Vibrance. Intelligently adjusts pixel vibrance depending on original color saturation.
#define COLOR_GRADING               0      //# Post-Complement Colour Grading. Alters individual colour components on a scene, to enhance selected colour tones.
#define TEXTURE_SHARPEN             1      //# Bicubic Texture Unsharpen Mask. Looks similar to a negative texture LOD bias. Enhances texture fidelity.
#define CURVE_CONTRAST              1      //# S-Curve Scene Contrast Enhancement. Locally adjusts contrast using a four-point cubic bezier spline.
#define CEL_SHADING                 0      //# PX Cel Shading. Simulates the look of animation/toon. Typically best suited for animated style games.
#define PAINT_SHADING               0      //# Paint Shading. Creates the effect of a painted scene. Adapted from ENB series, it's pretty performance heavy.

//#[TV EMU TECHNIQUES]         [1=ON|0=OFF]  #READ: These can all be turned on & off independently of each other. These effects are typically used to simulated older TVs/CRT etc.
#define SCANLINES                   0     //# Scanlines to simulate the look of a CRT TV. Typically suited to sprite games. Note: Works best at Native Res.
#define VIGNETTE                    0     //# Darkens the edges of the screen, to make it look more like it was shot with a camera lens.
#define SP_DITHERING                1     //# Subpixel Dithering to simulate more colors than your monitor can display. Smoothes gradiants, this can reduce color banding.
#define PX_BORDER                   1     //# Creates a pixel border, as a workaround for the bright edge that using hardware antialiasing(MSAA) can cause. (Ported by request from SFX).

/*------------------------------------------------------------------------------
                          [EFFECT CONFIG OPTIONS]
------------------------------------------------------------------------------*/

//##[UHQ_FXAA]
#define FxaaSubpixMax 0.00                 //[0.00 to 1.00] Amount of subpixel aliasing removal. Higher values: softer. Lower values: sharper. 0.00: Edge only.
#define FxaaQuality 4                      //[1|2|3|4] Overall Fxaa quality preset (pixel coverage). 1: Low, 2: Medium, 3: High, 4: Ultra.
#define FxaaEarlyExit 1                    //[0 or 1] Use Fxaa early exit pathing. When enabled: Only luma edge pixels are antialiased. When disabled: the entire scene is antialiased(FSAA).

//##[BILINEAR_FILTERING]
#define FilterStrength 1.00                //[0.10 to 1.50] Bilinear filtering strength. Controls the overall strength of the filtering.
#define OffsetAmount 0.0                   //[0.0 to 1.5] Pixel offset amount. If you want to use an st offset, 0.5 is generally recommended. 0.0 is off.

//##[BICUBIC_FILTERING]
#define Interpolation Triangular           //[CatMullRom, Bell, BSpline, Triangular, Cubic] Type of interpolation to use. From left to right is lighter<-->stronger filtering.
#define BicubicStrength 0.75               //[0.10 to 1.50] Bicubic filtering strength. Controls the overall strength of the filtering.
#define PixelOffset 0.0                    //[0.0 to 1.5] Pixel offset amount. If you want to use an st offset, 0.5 is generally recommended. 0.0 is off.

//##[GAUSSIAN_FILTERING]
#define FilterAmount 1.00                  //[0.10 to 1.50] Gaussian filtering strength. Controls the overall strength of the filtering.
#define GaussianSpread 0.75                //[0.50 to 4.00] The filtering spread & offset levels. Controls the sampling spread of the filtering.

//##[BLENDED BLOOM]
#define BloomType BlendGlow                //[BlendGlow, BlendAddGlow, BlendAddLight, BlendScreen, BlendLuma, BlendOverlay] The type of blended bloom. Light<->Dark.
#define BloomStrength 0.220                //[0.000 to 1.000] Overall strength of the bloom. You may want to readjust for each blend type.
#define BlendStrength 1.000                //[0.000 to 1.000] Strength of the blending. This is a modifier based on bloom. 1.0 equates to 100% strength.
#define BloomDefocus 2.000                 //[1.000 to 4.000] The initial bloom defocus value. Increases the softness of light, bright objects, etc.
#define BloomWidth 3.200                   //[1.000 to 8.000] Width of the bloom. Adjusts the width of the spread and soft glow. Scales with BloomStrength.
#define BloomReds 0.020                    //[0.000 to 1.000] Red channel correction of the bloom. Raising will increase the bloom of reds.
#define BloomGreens 0.010                  //[0.000 to 1.000] Green channel correction of the bloom. Raising will increase the bloom of greens.
#define BloomBlues 0.010                   //[0.000 to 1.000] Blue channel correction of the bloom. Raising will increase the bloom of blues.

//##[SCENE TONEMAPPING]
#define TonemapType 1                      //[0|1|2] Type of base tone mapping operator. 0 is LDR, 1 is HDR(original), 2 is HDR Filmic(slight grading).
#define FilmOperator 1                     //[0 or 1] Enables the use of Filmic ALU tone mapping operations that can produce a nice cinematic look.
#define FilmStrength 0.25                  //[0.000 to 1.000] Strength of the filmic tone mapping. Higher for a stronger effect. This is a dependency of FilmicALU.
#define ToneAmount 0.300                   //[0.050 to 1.000] Tonemap strength (tone correction). Higher for stronger tone mapping, lower for lighter.
#define BlackLevels 0.050                  //[0.000 to 1.000] Black level balance (shadow correction). Increase to deepen blacks, lower to lighten them.
#define Exposure 1.000                     //[0.100 to 2.000] White correction (brightness). Higher values for more scene exposure, lower for less.
#define Luminance 1.002                    //[0.100 to 2.000] Luminance average (luminance correction). Higher values will lower scene luminance average.
#define WhitePoint 1.002                   //[0.100 to 2.000] Whitepoint average (wp lum correction). Higher values will lower the maximum scene white point.

//##[COLOR CORRECTION]
#define CorrectionPalette 1                //[1|2|3|4|5] The colorspace palette type. 1: RGB, 2: YXY, 3: XYZ, 4: HSV, 5: YUV. Each one will produce a different combination of shades & hues.
#define ChannelR 2.00                      //[0.00 to 8.00] R(1), Y(2), X(3), H(4), Y(5) component channel varies with the colorspace used. Higher values increase correction strength.
#define ChannelG 1.20                      //[0.00 to 8.00] G(1), X(2), Y(3), S(4), U(5) component channel varies with the colorspace used. Higher values increase correction strength.
#define ChannelB 1.60                      //[0.00 to 8.00] B(1), Y(2), Z(3), V(4), V(5) component channel varies with the colorspace used. Higher values increase correction strength.
#define PaletteStrength 1.00               //[0.00 to 2.00] The interpolated strength ratio between the base color, and the corrected color. Raise to increase saturation.

//##[CROSS PROCESSING]
#define FilmicProcess 1                    //[1|2|3] The color conversion type for the cross process. 1: cool, 2: warm, 3: dusk. You can achieve different results with each.
#define RedShift 0.55                      //[0.10 to 1.00] Red color component shift of the filmic processing. Alters the red balance of the shift.
#define GreenShift 0.50                    //[0.10 to 1.00] Green color component shift of the filmic processing. Alters the green balance of the shift.
#define BlueShift 0.55                     //[0.10 to 1.00] Blue color component shift of the filmic processing. Alters the blue balance of the shift.
#define ShiftRatio 0.50                    //[0.10 to 2.00] The blending ratio for the base color and the color shift. Higher for a stronger effect.

//##[TEXTURE SHARPEN]
#define SharpenStrength 0.75               //[0.10 to 2.00] Strength of the texture sharpening effect. This is the maximum strength that will be used.
#define SharpenClamp 0.012                 //[0.005 to 0.500] Reduces the clamping/limiting on the maximum amount of sharpening each pixel recieves. Raise this to reduce the clamping.
#define SharpenBias 1.00                   //[1.00 to 4.00] Sharpening edge bias. Lower values for clean subtle sharpen, and higher values for a deeper textured sharpen.
#define DebugSharpen 0                     //[0 or 1] Visualize the sharpening effect. Useful for fine-tuning. Best to disable other effects, to see edge detection clearly.

//##[PIXEL VIBRANCE]
#define Vibrance 0.15                      //[-1.00 to 1.00] Overall vibrance strength. Locally adjusts the vibrance of pixels depending on their original saturation.
#define RedVibrance 1.00                   //[-8.00 to 8.00] Red channel coefficient of the vibrance strength. Adjusting the vibrance of the red channel independently.
#define GreenVibrance 1.00                 //[-8.00 to 8.00] Green channel coefficient of the vibrance strength. Adjusting the vibrance of the green channel independently.
#define BlueVibrance 1.00                  //[-8.00 to 8.00] Blue channel coefficient of the vibrance strength. Adjusting the vibrance of the blue channel independently.

//##[COLOR_GRADING]
#define RedGrading 1.20                    //[0.00 to 3.00] Red colour grading coefficient. Adjust to influence the red channel coefficients of the grading, and highlight tones.
#define GreenGrading 1.10                  //[0.00 to 3.00] Green colour grading coefficient. Adjust to influence the Green channel coefficients of the grading, and highlight tones.
#define BlueGrading 1.10                   //[0.00 to 3.00] Blue colour grading coefficient. Adjust to influence the Blue channel coefficients of the grading, and highlight tones.
#define GradingStrength 0.25               //[0.00 to 1.00] The overall max strength of the colour grading effect. Raise to increase, lower to decrease the amount.
#define Correlation 1.00                   //[0.10 to 1.00] Correlation between the base colour, and the grading influence. Lower = more of the scene is graded, Higher = less of the scene is graded.

//##[CEL SHADING]
#define EdgeStrength 1.00                  //[0.00 to 4.00] Overall strength of the cel edge outline effect. Affects the overall density.  0.00: no outlines.
#define EdgeFilter 0.60                    //[0.10 to 2.00] Filters out fainter cel edges. Use it for balancing the cel edge density. EG: for faces, foliage, etc.
#define EdgeThickness 1.00                 //[0.50 to 4.00] Thickness of the cel edges. Increase for thicker outlining.  Note: when downsampling, raise this to keep the same thickness.
#define PaletteType 2                      //[1|2|3] The color palette to use. 1 is Game Original, 2 is Animated Shading, 3 is Water Painting (Default is 2: Animated Shading).
#define UseYuvLuma 0                       //[0 or 1] Uses YUV luma calculations, or base color luma calculations. Yuv luma can produce a better shaded look.
#define LumaConversion 1                   //[0 or 1] Uses BT.601, or BT.709, RGB<-YUV->RGB conversions. Some games prefer 601, but most prefer 709. BT.709 is typically recommended.
#define ColorRounding 1                    //[0 or 1] Uses rounding methods on colors. This can emphasise shaded toon colors. Looks good in some games, and odd in others.

//##[PAINT SHADING]
#define PaintMethod 2                      //[1 or 2] The algorithm used for paint effect. 1: water painting, 2: oil painting. You may want to readjust the radius between the two.
#define PaintRadius 4                      //[2 to 8] Radius of the painted effect, increasing the radius also requires longer loops, so higher values require more performance.
#define PaintStrength 1.00                 //[0.00 to 1.00] The overall interpolated strength of the paint effect. Where 1.0 equates to 100% strength.

//##[CURVE_CONTRAST]
#define CurveType 0                        //[0|1|2] Choose what to apply contrast to. 0 = Luma, 1 = Chroma, 2 = both Luma and Chroma. Default is 0 (Luma)
#define CurvesContrast 0.35                //[0.00 to 2.00] The amount of contrast you want. Controls the overall strength of the texture sharpening.

//##[GAMMA_CORRECTION]
#define Gamma 2.20                         //[1.5 to 4.0] Gamma correction. Decrease for lower gamma(darker). Increase for higher gamma(brighter). (Default: 2.2)

//##[SCANLINES]
#define ScanlineType 0                     //[0|1|2] The type & orientation of the scanlines. 0 is x(horizontal), 1 is y(vertical), 2 is both(xy)
#define ScanlineScale 0.50                 //[0.20 to 2.00] The scaling & thickness of the scanlines. Changing this can help with PCSX2 IR scaling problems.
#define ScanlineIntensity 0.18             //[0.10 to 1.00] The intensity of the scanlines. Defaults: 0.18 for ScanlineType 0|1|2, 0.50 for ScanlineType 3.
#define ScanlineBrightness 1.02            //[0.50 to 2.00] The brightness of the scanlines.  Defaults: 2.00 for ScanlineType 0|1|2, 1.50 for ScanlineType 3.

//##[VIGNETTE]
#define VignetteRatio 1.77                 //[0.15 to 6.00] Sets the espect ratio of the vignette. 1.77 for 16:9, 1.60 for 16:10, 1.33 for 4:3, 1.00 for 1:1.
#define VignetteRadius 1.10                //[0.50 to 3.00] Radius of the vignette effect. Lower values for stronger radial effect from center
#define VignetteAmount 0.25                //[0.00 to 1.00] Strength of black edge occlusion. Increase for higher strength, decrease for lower.
#define VignetteSlope 12                   //[2|4|8|10|12|16] How far away from the center the vignetting will start.

//##[SUBPIXEL DITHERING]
#define DitherMethod 2                     //[1 or 2] 1: Ordered grid dithering(faster), 2: random dithering(higher quality). Hardware dithering is also enabled by default.
#define ShowMethod 0                       //[0 or 1] Shows the dithering method, based of the type of dithering selected. Useful for debugging, and confirmation of working order.

//##[PX_BORDER]
#define BorderWidth float2(2, 2)           //[0 to 2048, 0 to 2048] (X,Y)-width of the border. Measured in pixels.
#define BorderColor float3(0, 0, 0)        //[0 to 255, 0 to 255, 0 to 255] What color the border should be. In integer RGB colors, meaning 0,0,0 is black and 255,255,255 is full white.

//[END OF USER OPTIONS]

None of those effect the image (FXAA option in GSDX UI works) but anything handle by the gsdx shader has zero effect either in opengl hw/sw/native/#x, logs show it turns on and off, but that is it hopefull gregory38 can short this out as i have prefered opengl over dx for years, do to it upgrades not being locked to specific os

Side note if you use AB to take screen shots turn of the GUI for it or OPENGL images will be corrupt

Below i attack images you can plain see FXAA isnt work and The colors and darkness should be chaged in obivous way when on, which it dont
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(05-20-2015, 04:04 PM)masterotaku Wrote: And I'm glad this emulator uses plugins. I can still use the overclocking build with the latest GSdx plugin.

I thought everyone had forgot about it >_>

I guess I need to look into it again. However, apparently avih and some of the other coders don't really like the way the cycle stuff is done in the first place, so there's that. Either way avih had suggested a nicer way to do it. I should look in to it once I finish writing the news article.
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