![]() The aforementioned was a revolutionary hit that introduced several new mechanics, improved graphics, and a slew of new genres that are explored to this very day. At the time, the PS2 came out as a surprise that not so many expected it to be consumed by half of the planet. Thank you.The PlayStation 2 remains the best-selling console of all time and the most appreciated hardware among gamers. Thanks, I will test it as soon as possible and come back with the feedback.Įdit: The issue i had with opengl version and full screen is now fixed. ![]() Still it would be nice to know if you guys have the same issue. I thought about Vsync and had the idea that maybe vsync needed to be forced within Resade so it could be perfectly synced so I wrote some lines of code but to no avail. ![]() I'd guess that the latter has more work to be done and thus takes more time to output frames (pure guess, I have no clue)ĮDIT : Turns out D3D11 has the same issue, so forget about my "OpenGL is broken" theory. Maybe because the "Copy Depth from FBO" trick that Crosire uses * runs too fast (a few frames ahead) compared to the framebuffer (?) used by emulators. It's not related to pcsx2 because every emulator using OpenGL suffer from the same symptoms. But at least I tried to document it as much I could (that gif took me forever to make lol, I lost the habit of doing that, but it does illustrate the issue well enough). I updated the OPĭescribed above, I'm slowly losing faith that I can come up with a solution. ![]() Your internal resolution could be really weird, I don't know your pcsx2 settings (or the game you try to play)ĮDIT : I think I solved the issue. You might want to zip up your pcsx2 folder (up to 50 mb if properly zipped) and send it to me. Yeah, I'm sorry I cannot reproduce the issue (BlueSkyKnight has the same problem, I know) I am using a 4k TV at native 4k resolution, and a gtx 1070. This issue does not happen on the dx11 version that you have released earlier. StuDentBR wrote: I am having an issue with Nvidia version using opengl, I get depth buffer only if the emulator is windowed and the window is small if go full screen or even maximize the window the depth buffer goes blank. I doubt people over there care enough to ever make the change (and Gregory is a father now ) but if you want news about it, then this is the place to go for answers : I'm at work but I can't stop thinking about itĮDIT : turns out the solution would be to alter code in Pcsx2 in order for the emu to output the depth buffer at frame buffer 0 (main framebuffer). That and the Maximum Pre-Rendered Frames NVIDIA thingyĮDIT : Could it be that the emu is internally triple-buffered thus slower to output the frame when Reshade is not (triple-buffered) ? This is a big issue and I have absolutely no idea how to fix it by myself.īut if this gets fixed, the GlideN64 case is solved as well, so this is a good news too : )ĮDIT : Could be related to Vsync or something.ĮDIT : No I tried every possible setting in NVIDIA Control Panel. Well it looks like PCSX2 is affected by that too.Īny dev willing to chime in and explain the delay between the SSAO buffer and the emulator output ? It does *not* show on static images, if you take screenshot on still characters, the issue won't show.īut once you start moving around the camera, you can see that the ssao buffer draws ahead of everything ! ![]() Look at how the shadow/crease on the stairs slowly detach from where it should be as the camera moves on. The ssao buffer visibly draws on the screen *before* the game. So basically when you move the camera around the SSAO is "trailing" behind (or before ?) the game output.ĮDIT : actually its *ahead* of the game output. ![]()
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