GSdx: Difference between revisions

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==Quick guide to the settings==
==Quick guide to the settings==
When setting up GSDX you'll have to get used to the following terms:
When setting up GSDX you'll have to get used to the following terms:
* '''Resolution''' is the default resolution. It does affect both fullscreen and windowed modes. The higher resolution has almost no speed impact when plugin renders the picture (because the picture is actually resized to this resolution from the '''internal resolution''').
* '''Resolution''' is the default resolution. It does affect both full screen and windowed modes. The higher resolution has almost no speed impact when plugin renders the picture (because the picture is actually resized to this resolution from the '''internal resolution''').
* '''Renderer''' -- A choise between DirectX 9 and DirectX 10 (when you have met the requirement for DirectX 10 otherwise DirectX 9 will be the only choise here). There are two subtypes for each API:
* '''Renderer''' -- A choice between DirectX 9 and DirectX 10 (when you have met the requirement for DirectX 10 otherwise DirectX 9 will be the only choice here). There are two subtypes for each API:
** '''Hardware renderer''' -- uses your graphics card to render the picture. This is the fastest the the most preferred mode.
** '''Hardware renderer''' -- uses your graphics card to render the picture. This is the fastest the the most preferred mode.
** '''Software renderer''' -- uses your CPU to render the picture. There will be ONLY native internal resolution available (thus poor looking visuals). But in cases of some games this mode gives much more correct picture fixing many GFX related artifacts. Unfortunately GSDX requires much CPU power to render with software renderer even in internal resolution (without anti-aliasing or anything else applied) so you may end up with 3-10fps unplayable but correctly rendered game (some games are rendered quite fast though). Note also that PCSX2 is very CPU hungry but currently supports only 2 cores (the third core may also help a wee when used by different system processes leaving first two exclusively to PCSX2) thus if you have 3 or 4 core CPU you may consider using them for GSDX working in this mode increasing the render speed dramatically with every additional core (see '''SW renderer threads''').
** '''Software renderer''' -- uses your CPU to render the picture. There will be ONLY native internal resolution available (thus poor looking visuals). But in cases of some games this mode gives much more correct picture fixing many GFX related artifacts. Unfortunately GSDX requires much CPU power to render with software renderer even in internal resolution (without anti-aliasing or anything else applied) so you may end up with 3-10fps unplayable but correctly rendered game (some games are rendered quite fast though). Note also that PCSX2 is very CPU hungry but currently supports only 2 cores (the third core may also help a wee when used by different system processes leaving first two exclusively to PCSX2) thus if you have 3 or 4 core CPU you may consider using them for GSDX working in this mode increasing the render speed dramatically with every additional core (see '''SW renderer threads''').
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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'll 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'll set the more powerful graphics card you'll need to have.
** '''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 visuals. 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 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 whole image may look better with this option but you may loose some FPS.
* '''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 positive 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 transferring 8-bit textures and have more free space in video memory. May or may not have some positive 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 fullscreen or windowed mode.
* '''Windowed''' -- chooses the default option between full screen or windowed mode.
* '''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.
* '''Edge anti-aliasing (AA1)''' -- can be used in software 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''' -- ...


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