GSdx: Difference between revisions

60 bytes added ,  24 February 2015
→‎Quick guide to the settings: Made the statement a bit clearer, now that I understand what the option does. Thanks Ngng!
m (→‎List of ingame keys: Moved 'DEL' under the rest of the keys so they're organized like in a keyboard (first row, second row) Also there's no key assignment for END: https://github.com/PCSX2/pcsx2/blob/master/bin/PCSX2_keys.ini.default)
(→‎Quick guide to the settings: Made the statement a bit clearer, now that I understand what the option does. Thanks Ngng!)
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* '''Enable FXAA''' -- check this to enable [http://en.wikipedia.org/wiki/Fast_approximate_anti-aliasing Fast approximate anti-aliasing]. This method of anti-aliasing does not require as much compute power as MSAA, however textures may not appear as sharp compared to MSAA.
* '''Enable FXAA''' -- check this to enable [http://en.wikipedia.org/wiki/Fast_approximate_anti-aliasing Fast approximate anti-aliasing]. This method of anti-aliasing does not require as much compute power as MSAA, however textures may not appear as sharp compared to MSAA.
* '''Enable FX Shader''' -- check this to enable custom shaders. In order to use a custom shader, the shader file must be named "shader.fx" and placed in the same directory as the main executable ("pcsx2.exe"). A list of custom shaders can be found [http://forums.pcsx2.net/Thread-Custom-Shaders-for-GSdx here].
* '''Enable FX Shader''' -- check this to enable custom shaders. In order to use a custom shader, the shader file must be named "shader.fx" and placed in the same directory as the main executable ("pcsx2.exe"). A list of custom shaders can be found [http://forums.pcsx2.net/Thread-Custom-Shaders-for-GSdx here].
* '''Texture filtering''' -- filters textures when resizing them (like cubic or linear filtering). The resulting visuals may look better with this option but you will lose some FPS. Apart from ON and OFF there's the third GRAYED option. GSdx will apply filtering only for "3D textures" when this option is selected so some 2D sprite games may look better. Leave this option ON by default unless noted otherwise for a certain game you're going to play.
* '''Texture filtering''' -- filters textures when resizing them (like cubic or linear filtering). The resulting visuals may look better with this option but you will lose some FPS. Apart from ON and OFF there's the third GRAYED option. GSdx will only apply filtering to "3D textures" when this option is selected so some 2D sprite games may look better than if you had the option turned ON. We recommend leaving this option on its default setting unless noted otherwise for a certain game you're going to play.
* '''Logarithmic Z''' -- changes the way the third (depth) coordinate is treated (logarithmic 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 (logarithmic or linear). This option should be left ON unless you experience some weirdness in the objects (like seeing through them).
* '''8-bit textures''' -- Typically GSdx converts 8-bit textures to 32 bit textures internally, which bloats the texture memory usage when they're uploaded to your video card memory. But it's faster for the video card to render from 32 bit textures, because 8-bit textures require an inline shader decoder. So if a game uses a lot of 8-bit textures, it can flood video memory and run very slow; such games will run much faster with allowed 8-bit textures because extra shader work is less invasive than running out of video memory. But if a game only uses a few 8-bit textures and you allow 8-bit textures for use, it can slow things down because of extra shader work. There are two options:
* '''8-bit textures''' -- Typically GSdx converts 8-bit textures to 32 bit textures internally, which bloats the texture memory usage when they're uploaded to your video card memory. But it's faster for the video card to render from 32 bit textures, because 8-bit textures require an inline shader decoder. So if a game uses a lot of 8-bit textures, it can flood video memory and run very slow; such games will run much faster with allowed 8-bit textures because extra shader work is less invasive than running out of video memory. But if a game only uses a few 8-bit textures and you allow 8-bit textures for use, it can slow things down because of extra shader work. There are two options:
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