![]() ![]() 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 ? Nerrel in this forum documented the exact same issue 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.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |