![]() 8 and 16-bit cores respond wonderfully to this setting with no issues for my setup, and I’m sure with time (or less demanding cores), PS1 and Saturn will soon work as well. This isn’t really possible in the frontend, but could potentially work as a core option, if it’s still available in recent code. It’s amazing this feature was implemented in March and it’s working so well already. IIRC, the reason snes9x’s high-res blending is so nice is that it only blurs the layer that has the pseudo-transparency and leaves the other layers intact. Overall things work better than I could have hoped just 6 months ago. Is Mednafen Saturn that much more intensive than PS1? Cg and High-Level Shader Language (HLSL) are two names given to a high-level shading language developed by Nvidia and Microsoft for programming shaders. As soon as I enable it at any level, even 1 frame, FPS will drop into the 40s or 50s depending on the game and I will begin to get audio stutter. That being said, I did have a question regarding a shader I saw mentioned here last summer but can't seem to locate. Mednafen Saturn on the other hand struggles with both Run-Ahead and frame delay for me. So I'm relatively new to the CGP shaders information that's been posted here in the past, but as it turns out, I did manage to get a fantastic CGP shader working for the latest SNES9x Test Build. Turning that off was all I needed to bring PS1 back to full speed, with 6 frame delay and Hard GPU sync, which still feels really good. ![]() With Run-Ahead enabled, FPS dropped and everything began to stutter horribly. I have not tested N64 with Run-Ahead but Mupen64Plus runs just fine with all the other settings. ![]() I have tested SNES9X, Genesis Plus, or Mednafen SuperGrafix, and those all feel really responsive with 2-3 frames of Run-Ahead and the settings above. Number of Frames To Run-Ahead: 1-3 (Depening on emulator) ![]() Video_frame_delay=6 (I increase this to 8 for lower-resource emulators) Here are my default settings with i5-2500k 4.3GHz and AMD HD6870 GPU. I use super resolutions on this setup (example: 2560x240), so using native res may improve performance (something I will investigate as soon as I can). I’ve been experimenting with Retroarch latency controls on my CRT_emudriver setup myself. ago Final Burn Alpha Best Shader Settings (crt-pi-.glsl. xBRZ is intended as a replacement for HQx and was added as a new scaler for selection in Snes9x's display settings. Wondering if anyone might have information how where to get that or how to create it on my own with my limited knowledge of CG files.That’s awesome, love seeing some actual tests and people trying things out. 13 comments Best Add a Comment psalmsamuel 4 yr. 3 Next Zenju Snes9x White Belt Posts: 16 Joined: Mon 4:46 pm Snes9x with xBRZ scaler support by Zenju Mon 9:43 pm Hi, just as the title says, this is Snes9x with support for the xBRZ software scaler. My question is, does that still exist somewhere on these forums in either a ZIP archive or thread? I tried Googling it but it just brought me here. Shaders are small programs, and they are written in specific programming languages. Though this was posted by another user sometime last summer, I forgot to copy his/her name but in the same thread, they mentioned that they created/used an hq4x-HD-768.cg file in their own trials. That being said, I did have a question regarding a shader I saw mentioned here last summer but can't seem to locate/don't have the knowledge to create myself. So I'm relatively new to the CGP shaders information that's been posted here in the past, but as it turns out, I did manage to get a fantastic CGP shader working for the latest SNES9x Test Build.
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