Custom PPSSPP shaders
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01-05-2021, 02:50 AM
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RE: Custom PPSSPP shaders
@iota97
I really don't want to repeat one program multiply times just to fit all the settings which would not be used together anyway just to have color modifiers under one selection, through maybe less generic names for each group of color mod would be an improvement. The same for video awareness, I don't want to run some lenghty code just to later disable it, when I can just skip doing all the work when the selected effects should be disabled. But with that the logic would also change in an undesirable way, I don't want to swith a bunch of starting effects off when in-game starts or video starts, but a different mix of them for video and in-game. With video awareness as separate effect you only could disable some effects which you place before other effects, when for example video starts playing or other way around, you could not make a different selection for both modes. nor use them further in the chain behind effects that should apply to either. @CapedBaldy The effects are enabled by default if you choose them from the list, but you need latest PPSSPP version(NOT release version, which is quite outdated currently) to use chain shaders with options. As far as I just tried the LCD one works fine under D3D11 in latest PPSSPP at least on Nvidia's Ampere gpu, in general gaming gpu's should be fine, but can't say that about intel or mobile gpu's since they are really awful by design, in the past I did tried to make as many effects as possible work on everything, but since we now have multiply gpu backends and post process shaders are auto-translated between them, it sometimes is really hard to make it work under all conditions especially when it's the translation that fails. Code: Auto Frameskip: On (1) Code: 10x PSP Code: Vertex Cache ON Code: Lazy texture caching ON Code: Hybrid + Bicubic Just because something is on the bottom of the list, doesn't mean it's best, dunno really why we keep 4 texture scaling algorithms when only xBRZ and Bicubic are different, hybrid barely differs from xBRZ and performs horribly when compared, and hybrid + bicubic are really countering each other while being even heavier. When not using Vulkan you are limited to CPU texture scalers and there's no CPU that can scale textures in real time without ruining frametime causing stutters etc. that's possibly why you used frameskipping, but it's not worth it, especially when you plan to obfuscate everything with an old lcd shader. Code: Texture filtering LINEAR Code: Others not mentioned are off. 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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