Custom PPSSPP shaders
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12-30-2016, 10:55 AM
Post: #310
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RE: Custom PPSSPP shaders
Yeah downsampling in ppsspp is pretty good, I would add it to all smoothing effects since abusing high res without it is just a waste of power, even bigger waste to use high res without anything since linear or nearest filtering(screen scaling filter) is really not enough to give supersampling AA effect that everyone desires;p.
I'm kind of confused about this new AA filter. Tested it with smooth values like 4.0 and filtro variant and it works very well as an upscaling filter for 2D games(that is even with "upscaling" flag set to true ~ which forces x1 res and nearest screen scaling filter), produces quite nice shapes, in fact might be even better at it than 5xBR. Imo no upscaling effect is "best" universaly, but yeah I like the results of this. Added it to my overgrown shader now, with filtro variant as an option, not much reason to divide it to separate effect since compilers skip unused code. Fun fact, until now I considered even basic 5xBR heavy and it produces around 500+ lines of disassembly when compiled, for comparison this AA 4.o filtro produces 1700+ lines;p... yeah this is definitely something to avoid on smartphones or even older pc's, I guess some android gpu's like those older mali ones would bug out on compilation just by the size of the code produced;]. 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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