05-06-2013, 04:13 AM
05-06-2013, 04:30 AM
Record over 2 frames.
05-06-2013, 05:29 AM
NaturalV: I don't get it, what is the issue with OGL SSAA configuration? Ok, we don't use http://www.opengl.org/registry/specs/EXT/framebuffer_multisample_blit_scaled.txt - but maybe in the future :-) If you are too lazy to read this spec, it's possible to blit a multisampled but not upscaled efb to screen without downsampling to native efb resolution
slax65: The idea was to enable "per pixel depth" by default, but it was a big performance drop on gpu. So now we tried to disable it all the time, but because of an accurateness issues on some gpus, there are now rendering bugs. neobrain tried to get me to revert it, but I'm also too lazy :-(
neobrain: atm it's easy for you to force me to do it, I can't run away :-P
slax65: The idea was to enable "per pixel depth" by default, but it was a big performance drop on gpu. So now we tried to disable it all the time, but because of an accurateness issues on some gpus, there are now rendering bugs. neobrain tried to get me to revert it, but I'm also too lazy :-(
neobrain: atm it's easy for you to force me to do it, I can't run away :-P
05-06-2013, 08:54 AM
NaturalViolence Wrote:I don't get it, what is the issue with OGL SSAA configuration?
It looks horrible. It's extremely blurry. I can barely tell the difference between it and a strong gaussian blur filter. Increasing the IR reduces the blur but even at 4x IR it's still intolerably blurry.
That is not what SSAA is supposed to look like. I actually prefer to use MSAA in the openGL backend because despite having a fraction of the performance hit it looks much better than the SSAA implementation.
05-06-2013, 08:13 PM
(05-06-2013, 05:29 AM)degasus Wrote: [ -> ]The idea was to enable "per pixel depth" by default, but it was a big performance drop on gpu. So now we tried to disable it all the time, but because of an accurateness issues on some gpus, there are now rendering bugs. neobrain tried to get me to revert it, but I'm also too lazy :-(Oh please bring it back
(This texture flickering especially makes me crazy in Wind Waker and Mario Kart Wii ..
Both worked fine for me with Pixel Depth enabled (Well, in Windwaker I had some slowdowns but since I use the Japanese ISO it's ok - dunno why)
05-07-2013, 08:08 AM
The flickering is a feature.
Right neobrain?
Right neobrain?
05-07-2013, 08:10 PM
Not if you suffer from epilepsy 
Another question, NeoBrain
If I would want to report an Audio-issue, a Fifo data would be useless, right?

Another question, NeoBrain
If I would want to report an Audio-issue, a Fifo data would be useless, right?
05-07-2013, 09:12 PM
(05-07-2013, 08:08 AM)NaturalViolence Wrote: [ -> ]The flickering is a feature.I'm doing my best to complain to degasus on a daily basis, don't blame me :p
Right neobrain?
(05-07-2013, 08:10 PM)slax65 Wrote: [ -> ]Another question, NeoBrainYes.
If I would want to report an Audio-issue, a Fifo data would be useless, right?
05-08-2013, 04:51 AM
neobrain Wrote:I'm doing my best to complain to degasus on a daily basis
You mean you finally found a task that would make use of my most valuable skill and you didn't PM me? For shame.
12-18-2014, 06:11 AM
Reviving this thread, anyone find a way to make Ambient Occlusion work for this through Nvidia Inspector?