So testing out the AF, I noticed when enabling Allow 8-Bit Textures, the AF is broken. In FFXII Reks's head becomes see through and you can see his face when looking at him from behind. Probably best to leave 8-bit textures off, which is unfortunate as some settings for games prefer it to be on, hardly a crime for AF though!
Edit: FFX Test, 8-bit on muted all colors and changed some other stuff. Odd.
(01-17-2014, 08:49 PM)rama Wrote: [ -> ]Nice work getting AF back, Asmodean
It worked once by forcing it in the drivers but that was years ago.
Obviously we'd appreciate you adding it to GSdx as an option
No worries. Just me trying random sh#t as usual >.<
I'm actually adding it to the GSdx hacks dialog as we speak, as a test. It only took me about 26 tries to get the alignment right without an rc editor xD. Change values->compile->pop into folder->run pcsx2->check hacks dialog->repeat, painful.
(01-17-2014, 08:52 PM)Bigbenn01 Wrote: [ -> ]I figured out my problem. I had AF forced in my Nvidia drivers. Turned it to "Application Controlled" and what do you know, textures look better, no shimmering and I can make it out! I should of checked my driver settings first.
Edit: Oddly enough, reading the old thread about Anisotropic Filtering lead me try out driver settings, rama.
Quick test of Grandia 3 and Final Fantasy X show to prove that driver settings caused the issue, I'm so ecstatic right now, this is unbelievable.
Sweet
glad you sorted it.
(01-17-2014, 09:07 PM)Bigbenn01 Wrote: [ -> ]So testing out the AF, I noticed when enabling Allow 8-Bit Textures, the AF is broken. In FFXII Reks's head becomes see through and you can see his face when looking at him from behind. Probably best to leave 8-bit textures off, which is unfortunate as some settings for games prefer it to be on, hardly a crime for AF though!
Edit: FFX Test, 8-bit on muted all colors and changed some other stuff. Odd.
Yeah, I had spotted that when testing. But I should be able to have it disabled when 8-bit tex is enabled. So it shouldn't be a problem, hopefully.
Thanks, Asmodean. I hoped it was a matter of copy/pasting the code into a .fx file that eFX uses, but that's not working
Awesome. Do you know why 8-bit ruins the filtering though, or is it something you can't adjust for.
jelbo : if I've some free time at some stage today/tomorrow, I'll port it for you. No promises though.
Bigbenn01: I could probably try find a work around for it - but that in turn may just break more stuff. So, for now, I'll have it disabled when 8-bit is ticked, and afterwards I can look into that.
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I think I may have found a workaround/fix for the texture seaming in FFXII also. Not 100% yet though.
If you need a test at any point, feel free to send me a PM as this is not one of the threads I usually check often, although for the last two days I have been.
(01-17-2014, 09:28 PM)Asmodean Wrote: [ -> ]jelbo : if I've some free time at some stage today/tomorrow, I'll port it for you. No promises though.
That'd be cool. The shader pretty much eliminates the use of AA for me and it's the first shader based scanline effect so far I actually like
Thanks Bliss, will do
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Preview btw : )
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attachment=48234]
The description is WIP lol.
Very nice. This is very major IMO. You do excellent work!
Very slick! Description seems fine, and for now is correct. I agree with Blyss, this is indeed very major/huge. No worries on the 8-bit textures though, at most it increases some games that rely heavily on 8-bit textures.