Custom PPSSPP shaders
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01-12-2022, 08:31 AM
Post: #382
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RE: Custom PPSSPP shaders
If you wanted to actually use a post process, just use existing BR family shaders, they're all same differing only by rounding over corners which doesn't give that much of a difference in PSP games as it would in NES or SNES games where those differences were relevant, if it doesn't have AA, you can just add a different one in the chain.
What you used is texture scaling which outside of Vulkan backend can only be done on CPU and does have a delay because even most powerful CPU's are not powerful enough to upscale textures in real time. Vulkan does have GPU texture upscaling with two methods implemented that at least on gaming hardware can be done in real time. None of that is what this thread is about which is about post process effects, that is effects applied after rendering is all done. Post process effect does not have any delay, through upscaling through post process shaders is not recommended outside fully 2D games since those shaders are applied on the output not per texture. 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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