(05-08-2018, 07:39 PM)Renazor Wrote: I was having Metroid Prime 3 in mind with Ubershader Skip Drawing yes, it doesn't look accurate but there's no obvious gameplay changes or emulation stability issues afaik.
1. You've lost me there... Don't exactly know what you mean by that.
2. You cannot make your colour decisions on a single game because: as was said before what setting has what impact differs per game.
3. The Shader Compilation settings are just a different way to put the graphics onto the screen by the PC GPU
Synchronous: The shaders get compiled when asked for, big shaders take time to compile, sometimes multiple frames, the compiling pauses emulation until it's done. This causes microstuttering. The created shaders are very optimized for the PC's GPU. The next time the shader is used it will just load them from disk and doesn't have to compile them again: the microstutters are gone.
Synchronous (Ubershaders): The complete Gamecube/Wii GPU gets emulated into shaders, these shaders are very generic and not "optimized" and thus very taxing on your GPU but there will never be any microstutters.
Asynchronous (Ubershaders): Is a combination of both Synchronous modes, if the shader is not created yet it will use the "unoptimized" shaders while in the background the "optimized" shaders get compiled, the next time the shader is used it will load the "optimized" shader, this makes it the best of both worlds.
Asynchronous (Skip Drawing): This is the same as the Synchronous shaders except if the "optimized" shader doesn't exist yet, it just doesn't show it on the screen. Meaning: the microstutter is gone but you will miss "graphics" on the screen until the shader has compiled. Once that is done the "graphics" pop up on the screen. The next time the shader is used it will just load the existing "optimized" shader. It doesn't really have anything to do with "accuracy" but everything with how a PC GPU works compared to the consoles GPU.
This is a gross oversimplification of course because there is more things going on in the background. @Devs if I made some mistake with my explanation, don't hestitate to correct me
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