GSdx: Difference between revisions

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The information on hotkeys usable by GSDX is scarce and hard to find. All shortcuts listed here are accessible at any time whenever the emulated game is running.
The information on hotkeys usable by GSDX is scarce and hard to find. All shortcuts listed here are accessible at any time whenever the emulated game is running.


* '''F5''' -- cycle-switches through interlacing modes. Those mode are useful when you're playing NTSC games or game have some "lining" artifacts. On the real PS2 those "artifacts" are used to present the picture in the most smooth way possible but they can become quite noticable and bothersome when you play your game on the PC. This feature tries to help solving the problem but some cases are still incurable. If you like to read more on deinterlacing, try [http://en.wikipedia.org/wiki/Deinterlacing Wikipedia article]. Note that some modes can slightly decrease performance while the others can blur the whole picture, decreasing the amount of details thus deinterlacing is to be used only when it's necessary. GSDX supports the following modes:
* '''F5''' -- cycle-switches through interlacing modes. Those modes are useful when you're playing NTSC games or game have some "lining" artifacts. On the real PS2 those "artifacts" are used to present the picture in the most smooth way possible but they can become quite noticeable and bothersome when you play your game on the PC. This feature tries to help solving the problem but some cases are still incurable. If you like to read more on deinterlacing, try [http://en.wikipedia.org/wiki/Deinterlacing Wikipedia article]. Note that some modes can slightly decrease performance while the others can blur the whole picture, decreasing the amount of details thus deinterlacing is to be used only when it's necessary. GSDX supports the following modes:
** None -- ''no deinterlacing is applied (default)''
** None -- ''no deinterlacing is applied (default)''
** Weave tff
** Weave tff
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* '''F6''' -- cycles through different aspect ratios. Includes 4x3, 16x9 and "stretch to screen".
* '''F6''' -- cycles through different aspect ratios. Includes 4x3, 16x9 and "stretch to screen".


* '''F7''' -- tries to alter the [http://en.wikipedia.org/wiki/Pixel_geometry "pixel geometry"] but appyling some hardcoded filters.
* '''F7''' -- tries to alter the [http://en.wikipedia.org/wiki/Pixel_geometry "pixel geometry"] but applying some hardcoded filters.


* '''F8''' -- takes the screenshot of the current screen. Screenshots are taken in the current rendering resolution (not the resolution of your GSDX window) and stored in '''snaps''' folder of your PCSX2.
* '''F8''' -- takes the screenshot of the current screen. Screenshots are taken in the current rendering resolution (not the resolution of your GSDX window) and stored in '''snaps''' folder of your PCSX2.


* '''F9''' -- switches from the hi-res rendering into native resolution (which is rather small, for ex. 512x448 for NTSC-U). The native resolution can be used to avoid some severe graphics glitches occured in some games in video or special sequences when they are rendered in high resolutions (for example in 1024x768). Some 2D objects can also suffer from wrong rendering in hi-res modes. You can switch runtime to native resolution finish the critical game section and switch back to hi-res.
* '''F9''' -- switches from the hi-res rendering into native resolution (which is rather small, for ex. 512x448 for NTSC-U). The native resolution can be used to avoid some severe graphics glitches occurred in some games in video or special sequences when they are rendered in high resolutions (for example in 1024x768). Some 2D objects can also suffer from wrong rendering in hi-res modes. You can switch runtime to native resolution finish the critical game section and switch back to hi-res.


* '''DEL''' -- (?)
* '''DEL''' -- (?)
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