GSdx: Difference between revisions

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335 bytes added ,  12 October 2009
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** '''Native''' resolution. In contrast with higher (in most cases) '''D3D internal resolution''' is more compatible mode but suffers from poor visials. This is the native PS2 mode you'll see picture this way when you're playing on the real PS2. Use it when you cannot play in hi-res because of unbearable artifacts. You can also switch between the two in runtime, see '''List of ingame keys'''-'''F9'''.
** '''Native''' resolution. In contrast with higher (in most cases) '''D3D internal resolution''' is more compatible mode but suffers from poor visials. This is the native PS2 mode you'll see picture this way when you're playing on the real PS2. Use it when you cannot play in hi-res because of unbearable artifacts. You can also switch between the two in runtime, see '''List of ingame keys'''-'''F9'''.
* '''SW renderer threads''' -- chooses the number of threads (pipes) to render the picture in software mode. Every additional thread here means one additonal CPU core will be used in the rendering process. You're still gonna 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 additonal CPU core will be used in the rendering process. You're still gonna 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''' -- ...
* '''Texture filtering''' -- filters textures when resizing them (like cubic or linear filtering). The whole image may look better with this option but you may loose some FPS.
* '''Logarithmic Z''' -- changes the way the third (depth) coordinate is treated (logatithmic or linear). This option should be left ON unless you experience some weirdness in the objects (like seeing through them).
* '''Logarithmic Z''' -- changes the way the third (depth) coordinate is treated (logatithmic or linear). This option should be left ON unless you experience some weirdness in the objects (like seeing through them).
* '''8-bit textures''' -- stores textures in 8-bit (256 color) mode. It's an attempt to gain additional speed while trasfering 8-bit textures and have more free space in video memory. May or may not have some posivite impact for some cards with some games.
* '''8-bit textures''' -- stores textures in 8-bit (256 color) mode. It's an attempt to gain additional speed while trasfering 8-bit textures and have more free space in video memory. May or may not have some posivite impact for some cards with some games.
* '''Alfa correction (FBA)''' -- is a correction to make some textures partly or fully transparent (as required by the emulation) but may cause unusual slowness in some games. Should be ON by default unless your game is slowed down but this option (This, for example, may help games like [[Super Robot Taisen Original Generations]]).
* '''Alfa correction (FBA)''' -- is a correction to make some textures partly or fully transparent (as required by the emulation) but may cause unusual slowness in some games. Should be ON by default unless your game is slowed down but this option (This, for example, may help games like [[Super Robot Taisen Original Generations]]).
* '''Wait for VSync''' -- setting this may give you less flickering picture for CRT monitors but may result in poor performance if your machine is not fast enough for the emulated game.
* '''Wait for VSync''' -- setting this may give you less flickering picture for CRT monitors but may result in poor performance if your machine is not fast enough for the emulated game.
* '''Windowed''' -- chooses the default option between fulllscreen in windowed.
* '''Windowed''' -- chooses the default option between fullscreen or windowed mode.
* '''Edge anti-aliasing (AA1)''' -- can be used in sofware renderer modes only. THis can improve the result picture but applying anti-aliasing algorithm but will also reduse the performance.
* '''Edge anti-aliasing (AA1)''' -- can be used in sofware renderer modes only. This can improve the result picture by applying anti-aliasing algorithm (required by emulation in some games) but will also reduse the performance.
* '''Output merger blur effect''' -- ...
* '''Output merger blur effect''' -- ...
===Options appear in older version of GSDX (obsolete options)===
* '''NLOOP hack''' -- ...
* '''Pixel shader''' -- ...
* '''Enable tv-out''' -- ...
===Hidden GSDX settings in GSdx.ini===
===Hidden GSDX settings in GSdx.ini===


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