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…n (internal resolution). Gets rid of our "antialiasing" (simply crank up internal resolution to 2x your window size). Proper MSAA is coming later.
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on commit 2745744
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@thedax why some menu in win32UI can not be translated?
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Thanks for finally implementing this function!
It does seem like a downgrade to those who're rocking full HD monitors (1920x1080) and wish to do 2xSSAA, since the maximum allowable PSP rendering resolution is just 5x or Auto.
We'd need to allow up to 8x PSP rendering resolution to get the previous image fidelity at 4x Window Size. (4 x 2 = 8)
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@thedax i see..i'll try to fix it, make it translatable.
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@wuspring, sorry I probably forgot something, should be easy to fix.
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@solarmystic, maybe a better solution for extreme resolutions would be "Auto x2"...
Anyway, should see how hard it would be to implement proper MSAA too, and maybe some other fancy AA methods, there are many these days...
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Nicely done ! :)
But I suggest to implement FXAA and SMAA instead of MSAA.
First reason - FXAA and SMAA are just shader based postprocessing filters, so it didn't touch complexity of geometry rendering, so it doesn't break anything in emulation procedures.
Second reason - MSAA has (and always had) BIG performance drop. Speed loss depends on rendering resolution.
Third reason - MSAA always caused problems in graphics emulation in all modern emulators - Dolphin, PCSX2.....
Last reason - FXAA and SMAA also does subpixel anti-aliasing, so it is more accurate and a lot faster.
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All three should be considered though, more options are always better. FXAA is rather CPU heavy though and ends up blurring the picture. SMAA is indeed the best out of all the options but it's also rather heavy.We're trying to offload the burden to the graphics card and FXAA and SMAA are rather CPU dependant options. (FXAA especially)
MSAA is the most GPU dependant option.
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CPU ??
I saw the code from those shader based filters and project description from Nvidia (FXAA) and AMD (SMAA) - it all loads and works on GPU mostly. And Speed loss using FXAA = ~2-5%, SMAA = ~ 3-15% and MSAA ~ 40-xx % So it shows that shader based filters are the best.
FXAA gives blur effect on lowest settings, you can always adjust sharp parameters how you like.
Right now I using FXAA with PPSSPP, applying it from Nvidia control panel. It works great and no performance drop in all games. Picture is clear, like using 4xMSAA or 2xSSAA (but which gives huge speed loss).
But sometimes it doesn't work with fullscreen mode in PPSSPP, that's why it would be cool to implement it correctly in emulator (SMAA and FXAA).
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Indeed, FXAA does barely cause any CPU load and is definitely a possibility. Might give it a shot soon.
MSAA/CSAA is more accurate though and does not cause blurring, but maybe that's not that important.
Does this need a null check for setting it while a game is not running?
-[Unknown]