Custom PPSSPP shaders
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11-07-2015, 12:13 AM
(This post was last modified: 11-07-2015 01:01 AM by LunaMoo.)
Post: #218
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RE: Custom PPSSPP shaders
Using complex scanlines like that with fxaa is just waste of time and processing power, however adding bloom and shadeboost to it is very easy:
arcadescanlines1+bloom+shadeboost.7z (Size: 3.23 KB / Downloads: 1323) Either way there's no need for more post process aa here since both bloom and scanlines does a bit of that on their own. For nicer AA we would need something like SMAA and that's not really a post process. Edit: Oh apparently not soo easy, I didn't notice the curved edges, that needs fixing;p. Edit2: done. ============== Yeah about games pausing rendering for loading screens and such we probably can't do much at least not in a way it currently works. Edit: before I forget ~ @Nick001 I think you should also make sure your post process shaders set alpha(you can just add gl_FragColor.a = 1.0; like I did after butchering your arcade shader with maybe not soo arcade effects a bit above) not sure if the issue still exist, but I remember it was a problem for some devices ppsspp runs on:3. 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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