GSdx: Difference between revisions

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* '''Aspect ratio''' -- is used to choose the default aspect ratio mode when starting the emulation process. For more detailed explanation see '''List of ingame keys'''-'''F6'''.
* '''Aspect ratio''' -- is used to choose the default aspect ratio mode when starting the emulation process. For more detailed explanation see '''List of ingame keys'''-'''F6'''.
* '''D3D internal resolution''' -- is used to set the render resolution target. The higher resolution you choose here the bigger picture will be rendered before being resized into your screen resolution thus you'll see more clear and crisp visuals. Unfortunately all those game you'll be playing were created and tested for lower native resolution (~500 x ~450) so some picture parts or objects may look wrong (displaced/framed/no image/invalid colors, etc.) when rendered in higher resolution. These artifacts you may eliminate only by using '''native resolution'''. Increasing internal resolution will impact the rendering speed so the higher resolution you set the more powerful graphics card you'll need to have.
* '''D3D internal resolution''' -- is used to set the render resolution target. The higher resolution you choose here the bigger picture will be rendered before being resized into your screen resolution thus you'll see more clear and crisp visuals. Unfortunately all those game you'll be playing were created and tested for lower native resolution (~500 x ~450) so some picture parts or objects may look wrong (displaced/framed/no image/invalid colors, etc.) when rendered in higher resolution. These artifacts you may eliminate only by using '''native resolution'''. Increasing internal resolution will impact the rendering speed so the higher resolution you set the more powerful graphics card you'll need to have.
** '''Native''' resolution. In contrast with the mostly higher '''D3D internal resolution''', this is a more compatible mode but offers only the original PS2 quality visuals. Use it when you cannot play in hi-res because of unbearable artifacts.
** '''Native''' resolution. In contrast with the higher extrapolated '''D3D internal resolutions''', this is a more compatible mode because it uses the original PS2 display resolution. It should be used first before you attempt to upscale your resolution.
* '''SW renderer threads''' -- chooses the number of threads (pipes) to render the picture in software mode. Every additional thread here means one additional CPU core will be used in the rendering process. You're still going to need at least one core left for the PCSX2 itself so if you, for instance, have 4 cores (quad core CPU) you may want to set this field to 3.
* '''SW renderer threads''' -- chooses the number of threads (pipes) to render the picture in software mode. Every additional thread here means one additional CPU core will be used in the rendering process. You're still going to need at least one core left for the PCSX2 itself so if you, for instance, have 4 cores (quad core CPU) you may want to set this field to 3.
* '''Texture filtering''' -- filters textures when resizing them (like cubic or linear filtering). The resulting visuals may look better with this option but you will loose some FPS. Apart from ON and OFF there's the third GRAYED option. GSDX will apply filtering only for "3D textures" when this option is selected so some 2D sprite games may look better. Leave this option ON by default unless noted otherwise for a certain game you're going to play.
* '''Texture filtering''' -- filters textures when resizing them (like cubic or linear filtering). The resulting visuals may look better with this option but you will loose some FPS. Apart from ON and OFF there's the third GRAYED option. GSDX will apply filtering only for "3D textures" when this option is selected so some 2D sprite games may look better. Leave this option ON by default unless noted otherwise for a certain game you're going to play.
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** '''Checked:''' -- Allows 8 bit textures to be processed natively, using less VRAM, but adding more work for the inline shader. Good for games that use very many 8-bit textures, to prevent running out of Video Memory.
** '''Checked:''' -- Allows 8 bit textures to be processed natively, using less VRAM, but adding more work for the inline shader. Good for games that use very many 8-bit textures, to prevent running out of Video Memory.


The benifits of this option are very hardware + game dependant and can vary from scene to scene, that's why it's an option and is disabled by default. The best way to test the benifit of using this option on your hardware is to have a savestate prepared, disable the framelimiter and benchmark the game with Allow 8-bit Textures enabled and disabled.
The benefits of this option are very hardware and game dependant and can vary from scene to scene, that's why it's an option and is disabled by default. The best way to test the benefit of using this option on your hardware is to have a savestate prepared, disable the framelimiter and benchmark the game with Allow 8-bit Textures enabled and disabled.


It seems mainly 2D games that are helped by this option, and it would be safe to assume that games with lots of heavy 2D overlays would reap some benefit too.
It seems mainly 2D games that are helped by this option, and it would be safe to assume that games with lots of heavy 2D overlays would reap some benefit too.


List of games known to benifit from enabling 8-bit textures (Incomplete):  
List of games known to benefit from enabling 8-bit textures (incomplete):  
Guilty Gear X2, Fight Night Round 3, Grand Theft Auto: Vice City Stories, Xenosaga 2 and Odin Sphere.
Guilty Gear X2, Fight Night Round 3, Grand Theft Auto: Vice City Stories, Xenosaga 2 and Odin Sphere.


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