Custom PPSSPP shaders
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10-03-2015, 07:39 PM
Post: #196
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RE: Custom PPSSPP shaders
@Nick001 :X shame on me I actually missed the bug in your post, noticed it when I tried to test 5xBR upscaling in Monster Hunter which not only ruins the effect but in that game it also shakes the whole screen as every second framebuffer is different res - 480x272 / 481x273 heh a lausy 1x1 pixel difference of ugliness;x.
Now that I think about it, I think when I initially tried to write an xBR shader I did used MH as a test subject...>.< damn probably it was exactly why whatever I tried it never worked.T-T Note to self: never use MH games for testing WIP post process shaders.;C ========== @Go-Kyoroji well the bug ppsspp has with shaders, wouldn't really apply them only on part of the screen, it just messes up the effects by stretching them to incorrect resolution, whole screen is affected by that issue, even if something like s. I don't really know what shader you use and what effects it does, however many shaders do have a color based edge/surface detection, if the backgrounds are very different from the graphics that has the effect applied it's just because that's why detection in the shader is programmed to do. Simple postprocessing shaders like color modifications which does not need any fancy detections would still apply on full screen since they doesn't really have any way of telling what is background and what is not. http://forums.ppsspp.org/showthread.php?tid=6594 - Custom PPSSPP Shaders! http://forums.ppsspp.org/showthread.php?tid=3590&pid=117172#pid117172 - simple CE scripts to help creating CWCheats, https://github.com/LunaMoo/PPSSPP_workarounds - CWCheat workarounds. |
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