Hyllian
Hyllian
What are you referring to? On Tue, May 31, 2016 at 3:52 PM, Mickevincent [email protected] wrote: > Just one question Hyllian, is this possible to get for ePSXe? > >...
Ok. No it isn't possible, because ePSXe doesn't support multipass shaders. Anyway, in the near future the Mednafen-Bettle core will have hard-acceleration, which will put it probably ahead of ePSXe...
Ok. But, is it still buggy? (I didn't test it lately.) On Tue, May 31, 2016 at 4:12 PM, Twinaphex [email protected] wrote: > Hyllian - actually, the GL renderer is...
Even that glsl implementation isn't pure shader. The model handler is in C# or C++ and the model is passed to the shader by uniforms. Not possible with current Retroarch...
If you do this, all 3D elements on screen will be horribly filtered. That's why there's a 3D mask. When you increase internal resolution, 3D elements are rendered in a...
You could try the aa shader from guest. It's at shaders/anti-aliasing/aa-shader-4.o.cgp. It should work well with 2D and 3D elements at the same time. Just adjust the parameter called internal_res...
The problem is related to color difference math. In shader, the color diff math is very basic, because the speed is critical. It's more problematic with red shades, like in...
I fixed some bugs. See if new 3.8 versions work now.
I just tested SOTN here with that new build. In 240p on a CRT TV it fix the microstutter for me, at least at the first SOTN area. The only...