GSdx: Difference between revisions

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* '''Renderer''' -- A choice between, DirectX 11 and OpenGL. There are two subtypes for each API:
* '''Renderer''' -- A choice between, DirectX 11 and OpenGL. There are two subtypes for each API:
** '''Hardware renderer''' -- Uses your graphics card to render the picture. This is the fastest and preferred mode.
** '''Hardware renderer''' -- Uses your graphics card to render the picture. This is the fastest and preferred mode.
** '''Software renderer''' -- Uses your CPU to render the picture. There will be ONLY native internal resolution available (thus original PS2 visuals). In some cases this mode may produce the best images with the least amount of graphical artifacts. Unfortunately GSdx requires quite a bit of CPU power to render with the software renderer even in internal resolution (without anti-aliasing or anything else applied) so you may end up with a correctly rendered game but which only runs at an unplayable 3-10 fps. 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 a 3+ 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'''). You can also switch between hardware renderer and software renderer during runtime, see [[GSdx#List_of_ingame_keys|'''List of ingame keys'''-'''F9''']].
** '''Software renderer''' -- Uses your CPU to render the picture. There will be ONLY native internal resolution available (thus original PS2 visuals). In some cases this mode may produce the best images with the least amount of graphical artifacts. Unfortunately GSdx requires quite a bit of CPU power to render with the software renderer even in internal resolution (without anti-aliasing or anything else applied) so you may end up with a correctly rendered game but which only runs at an unplayable 3-10 fps. 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 a 3+ 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'''). You can also switch between hardware renderer and software renderer during runtime, see [[GSdx#List_of_ingame_keys|'''List of ingame hotkeys'''-'''F9''']].
* '''Adapter''' -- Specifies which of the available adapters to use when using Direct3D API.
* '''Adapter''' -- Specifies which of the available adapters to use when using Direct3D API.
* '''Interlacing (F5)''' -- Is used to choose the default deinterlacing mode when starting the emulation process. For more detailed explanation see [[GSdx#List_of_ingame_keys|'''List of ingame keys'''-'''F5''']].
* '''Interlacing (F5)''' -- Is used to choose the default deinterlacing mode when starting the emulation process. For more detailed explanation see [[GSdx#List_of_ingame_keys|'''List of ingame hotkeys'''-'''F5''']].
* '''Texture Filtering''' -- Default option: PS2. The nearest option will look blocky but is the fastest. The PS2 option  will make GSdx only apply filtering to textures when the game's code calls for it, just like the PS2. The forced option will filter ALL textures (reducing shimmering) but may also cause texture glitches.
* '''Texture Filtering''' -- Default option: PS2. The nearest option will look blocky but is the fastest. The PS2 option  will make GSdx only apply filtering to textures when the game's code calls for it, just like the PS2. The forced option will filter ALL textures (reducing shimmering) but may also cause texture glitches.


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The information on hotkeys usable by GSdx is scarce and hard to find. All shortcuts listed here are accessible when the emulated game is running.
The information on hotkeys usable by GSdx is scarce and hard to find. All shortcuts listed here are accessible when the emulated game is running.


* '''F5''' -- cycle-switches through deinterlacing modes. Those modes are useful when you're playing NTSC games or game having some "lining" artifacts (or shaking screen). 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 solve the problem but it doesn't always work as intended. If you would like to read more on deinterlacing try the [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 deinterlacing modes. Those modes are useful when you're playing NTSC games or game having some "lining" artifacts (or shaking screen). 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 solve the problem but it doesn't always work as intended. If you would like to read more on deinterlacing try the [https://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 4:3, 16:9 and "stretch to screen".
* '''F6''' -- cycles through different aspect ratios. Includes 4:3, 16:9 and "stretch to screen".


* '''F7''' -- tries to alter the [http://en.wikipedia.org/wiki/Pixel_geometry "pixel geometry"] by applying some hard-coded filters.
* '''F7''' -- tries to alter the [https://en.wikipedia.org/wiki/Pixel_geometry "pixel geometry"] by applying some hard-coded 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 the emulator's '''snaps''' folder.
* '''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 the emulator's '''snaps''' folder.
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* '''F12''' -- will start to record a video. Note that some versions may have a bug (?) preventing video capture from happening. If your version supports this you'll see the dialog "Capture settings" after pressing F12. You must choose the filename, codec and resolution before you may continue. Note that lossless or uncompressed video may produce VERY large file so your HDD must have enough free space to contain it. Audio capture file "recording.wav" may also be created along with video. This is the result of work of your audio plugin (SPU-X) which will record the audio simultaneously with GSdx.<br>
* '''F12''' -- will start to record a video. Note that some versions may have a bug (?) preventing video capture from happening. If your version supports this you'll see the dialog "Capture settings" after pressing F12. You must choose the filename, codec and resolution before you may continue. Note that lossless or uncompressed video may produce VERY large file so your HDD must have enough free space to contain it. Audio capture file "recording.wav" may also be created along with video. This is the result of work of your audio plugin (SPU-X) which will record the audio simultaneously with GSdx.<br>
**To finish the capture simply press F12 again.
**To finish the capture simply press F12 again.
**Note that if you simply wish to capture audio (e.g. you like a particular level's music) and you don't want to mess with the plugin or emulator - or you simply prefer a more general solution - you can use [http://audacity.sourceforge.net/ Audacity] to record while the emulator is running - simply configure it to accept audio input from "stereo mix". By the way, if you are running Windows and do not see "stereo mix" in the list of available sources please google for several available solutions (it is a known issue with certain soundcard/motherboard models). Or you could try [http://www.abyssmedia.com/isound7/ this] instead.
**Note that if you simply wish to capture audio (e.g. you like a particular level's music) and you don't want to mess with the plugin or emulator - or you simply prefer a more general solution - you can use [https://sourceforge.net/projects/audacity/ Audacity] to record while the emulator is running - simply configure it to accept audio input from "stereo mix". By the way, if you are running Windows and do not see "stereo mix" in the list of available sources please google for several available solutions (it is a known issue with certain soundcard/motherboard models). Or you could try [https://www.abyssmedia.com/isound7/ this] instead.


* '''Insert''' -- Toggles HW mipmapping.
* '''Insert''' -- Toggles HW mipmapping.

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