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Geometry Shaders - Printable Version +- EmuNewz Network (https://www.emunewz.net/forum) +-- Forum: PSP Emulation (https://www.emunewz.net/forum/forumdisplay.php?fid=191) +--- Forum: JPCSP Official Forum (https://www.emunewz.net/forum/forumdisplay.php?fid=51) +---- Forum: svn trunk discussion (https://www.emunewz.net/forum/forumdisplay.php?fid=56) +---- Thread: Geometry Shaders (/showthread.php?tid=8339) |
Geometry Shaders - squall leonhart - 09-05-2011 I noticed these are recommended as being enabled on nvidia cards, however they reduce the frame rate consistency on DirectX 10+ and lower parts, im not sure about the OEM only DirectX 10.1 parts, but for the 8800-295 it drops a consistent (mostly) 30fps frame rate to 15-22fps. RE: Geometry Shaders - hyakki - 09-05-2011 Jpcsp uses OpenGl so DirectX shouldn't matter., but strange usually enabling shaders will give more fps. I usually have good results with these options. Use shaders (experimental) Enable saving GE screen to Textures instead of Memory <- will give the most speedup Enable decoding of indexed textures (using CLUT) in shader (only relevant when using shaders) <- this will cause pixel like textures though (no filtering?, but does help speed.) Enable dynamic shader generation (only relevant when using shaders, recommended for AMD/ATI) <- can give speedup in games like 3rd birthday The stencil & color test option will cause a slow down so i would keep them disabled unless a particular game needs them. RE: Geometry Shaders - squall leonhart - 09-05-2011 Yes, thats the odd thing because the G200 series was meant to have 4x the geometry shading performance over the G80 based 8x00 and 9x00 ![]() but enabling it nukes my frame rate in dissidia, crisis core and BBS. |