12-18-2013, 07:39 AM
(12-18-2013, 01:25 AM)Asmodean Wrote: [ -> ](For the small few who care) I did indeed say I would update the other two, with the improvements implemented into the Dolphin Version. I've been doing some work on PCSX2's shaders.
It takes so long because; A: I can only work on it when I've got the time, and B: It takes quite a while longer to do things with so many constraints. About 75% of the time I spend when writing shaders for emus, is trying to find ways around problems getting effects to output as intended. I don't mean PCSX2 specifically here, I mean emulation in general.
People generally aren't all that interested in emu post processing. This is typically part of the reasoning why there aren't any real post processing frameworks done for console emulation. Hence you get the same generic scaling filters you see for console emus with any post processing support, because trying to do more than this is quite the pain.
I'll have to maybe try talk with KrossX or rama, If I do up a patch for using the vertex shader externally. I've done my best to keep everything done in the pixel shader, so I wouldn't have to be doing custom builds for my shaders.
There are also some scaling issues that prevent me from doing effects based on the input res of a game. Such as some scaling filter types, and scanlines that won't shift about the place when altering the IR.
edit: forgot to mention I've not been on my own system for about 2 weeks also.
Disclaimer: this ended up a bit of a rant, but this is not complaining, simply an attempt at an explanation ; )
I didnt know PCSX2FX worked with GSDX software for epsxe with 4x it look just as good as petes opengl2 Minus the wierd lines in pre render backgrounds.