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Hm I experienced something strange:
turning off FXAA stresses the GS thread even more than when it's turned on. How can that be?
when turning off FXAA, the GS goes up to 99% on the FFX mihen Highroad.
With FXAA it's about 60-70%.
I'm using the AVX Gsdx with an internal resolution of 1366x768.
(09-20-2011, 02:42 AM)Nexxxus Wrote: [ -> ]Hm I experienced something strange:
turning off FXAA stresses the GS thread even more than when it's turned on. How can that be?
when turning off FXAA, the GS goes up to 99% on the FFX mihen Highroad.
With FXAA it's about 60-70%.
I'm using the AVX Gsdx with an internal resolution of 1366x768.

Does the framerate go up or down when you turn FXAA off? IIRC the "CPU usage" is actually a measure of the GPU usage of the core renderer of GSDX. So it could be that with FXAA on 30% of your GPU is used for that and is not counted as "usage" by the usage meter. That btw is a ridiculously high amount, what kind of GPU do you have?

I can think of several other possibilities but I don't know enough to comfortably speculate. So what does your FPS do?
the fps are going DOWN when I turn OFF FXAA.
And they go up when I turn it on. curious huh?
Since FXAA is just a post processing shader, it shouldn't even affect the GS core.

edit:
I tried playing around with the FXAA Quality presets by changing #define FXAA_QUALITY__PRESET in the FXAA.fx from 12 to 39, which is the highest quality.
But I didn't noticed any differences in quality or performance =/

I used an hexeditor to edit the shader inside the gsdx.dll because I was too lazy to setup visual studio.
I don't know if shaders are getting compiled by the DX SDK, but I doubt it since its just a HLSL shader which gets compiled by the graphics driver on runtime.
You are switching between msaa and fxaa so of course fxaa is quicker. Get rid of the msaa=4
I wanted to throw in an issue I seem to be having with Gsdx and see if anyone might be able to assist or pass it along in case it's something that needs to be fixed. I posted originally in the bug report forms as such.

# PCSX2 version: v0.9.9 release r4873 (r4918 also attempted)
# CPU options:
EE rec, IOP rec, Round mode Chop/Zero, Clamping normal
microVU Rec VU0 & VU1. Round mode Chop/Zero, Clamping Normal.
# Plugins used:
GSdx 4873 (MSVC 16.00,SSE41) 0.1.16-r4873
SPU2-x r4872 2.0.0-r4872
Linuz ISO CDVD 0.9.0-r4811

------------

Salutations all. As this is my first post here and I only really started tracking PCSX2 the last couple months, I wanted to say I am amazed and appreciate the hard work that has gone into this project.

I wanted to bring up a graphical problem with Devil KINGS / Sengoku BASARA. I had tried searching for it for quite awhile now and I did see one posting here about it a few months back, but no resolution was ever really found. I wanted to bring it back up since the issue seems to persist. Thankfully the game is still 100% playable, it's more of a quality issue.

When playing the game, there is a weird overlay that covers everything and looks kind of ugly. It almost looks like some kind of shading/bloom/whatever layer that's just being put at the front of the screen instead of behind everything else. It happens on a majority of the stages, but not all of them.

I was able to solve it on some stages by going back to an old gsdx plugin, but this only solved one or two stages and made others unplayble as the screen would then be covered in white. It may just be a similar issue as to what happened with Tales of Legendia (which works great now, nice work).

The good news is that the game is emulated properly using software rendering. With the recent speed hack that was added which allows the emulator to utilize multiple cores, the game will even run at 100% speed using software.

The reason I brought it up is because I have been recording sessions on YouTube and Software mode slows to a crawl when FRAPS is also active on the PC and recording, which means I have to record in Hardware mode.

I have a link to one of the stages that has the issue and the next stage after also has it. My recordings were made using r4873. I tried using r4918 tonight and the issue still persists.

http://www.youtube.com/watch?v=XuClKmyz_...70&index=4

To be honest, the videos here are rather tame, but it gets pretty bad on some stages like High Temple (Honno-ji).

-------------

I was instructed to try the skipdraw hack. I found the information in the guides, but I'm not sure I was doing it right as I didn't notice any visible changes in emulation at all. I edited my Gsdx.ini file to this:

Code:
[Settings]
AllowHacks=1
Renderer=3
Interlace=0
AspectRatio=0
upscale_multiplier=3
windowed=0
filter=2
paltex=0
vsync=0
logz=1
fba=0
aa1=0
nativeres=1
resx=1024
resy=1024
swthreads=1
msaa=0
UserHacks_AlphaHack=0
UserHacks_HalfPixelOffset=0
UserHacks_SkipDraw=8

I tried UserHacks_SkipDraw values of 1,2,3,5, and 8. I couldn't see any changes so I'm assuming I did something incorrectly. Any input is apreciated.
AllowHacks=1 should be added at the bottom of the file (although maybe it works there too). As the guide states, doing this will add more options in the GSdx configuration GUI where you can change skipdraw etc without having to further edit the ini file...
(09-20-2011, 10:56 AM)refraction Wrote: [ -> ]You are switching between msaa and fxaa so of course fxaa is quicker. Get rid of the msaa=4

uhm no. I didn't even use MSAA. I turned if off since I use FXAA.
So basically the fps are going down when I use no antialiasing at all.
(09-20-2011, 01:55 PM)Bositman Wrote: [ -> ]AllowHacks=1 should be added at the bottom of the file (although maybe it works there too). As the guide states, doing this will add more options in the GSdx configuration GUI where you can change skipdraw etc without having to further edit the ini file...

I actually tried using the line at the beginning and the end, just because I wasn't sure if it was doing anything. I thought the hack was INI level only, but I went back and confirmed that the GUI options opened up (put the line back at the end just in case).

I double checked all my tests and they came up with the same results. I took some screenshots of the issue with some different skipdraws to show the issue. It could be I just haven't found the right value yet.

I realize I didn't include my GSdx settings as well and I apologize. My job requires me to submit trouble tickets so I should know better about documentation. In my defense, it was pretty late for me and I was about to go to bed. Smile

I'm at work right now but I'll put up the screenshots as well as the GSdx settings I use when I get a chance.
Okay, GSdx settings:

Direct3D 11 (Hardware)
Native resolution
Partial Texture filtering (default)
No Interlacing

I tried Drirect 3D 9 (Hardware) but it did not help either. I did try skipdraw with d3d9 just to be safe, but still didn't seem to work.

I just tested ZeroGS 0.97.1-r4488 and it seems to work without the overlay issue. The only problem I have with ZeroGS is that it hangs abit when I try exiting out of full screen, I usually have to use Task Manager to get video back. I'm hoping someone knows of a better way, but at least I have options.

In the end, it's more quality issues and it doesn't prevent the game from working, but I had to at least try.

Screenshots attached
1st is no hacks at all
2nd is Skipdraw 1
3rd is Skipdraw 2 + Alpha hack
4th is Skipdraw 13
5th is software emulation
Hello
here is a shots from dx11 software render this is similar ps2 video on tv
here we have some fog filter make nice graphic
[Image: dx11softwareren.jpg]

but in dx11 hardware render with gsdx version 0.1.16 is not this nice filter (few fog)
[Image: dx11hardwareren.jpg]
i test in old version plugins also ,did not good result

i hope fix this problem in next version
many thnx all guys for more 5 year develop ps2 emu.

BR,
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