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 hotkeys'''-'''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_hotkeys|'''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 hotkeys'''-'''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_hotkeys|'''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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