10-18-2011, 03:46 AM
If you use the Vertex Cache without Stencil Test, there is a increase on speed, but there is the brightness problem.
Only If you use both Stencil Test + Vertex Cache the sprites break happens.
For settings i use the ones:
But if someone experience some lag, and don't care about the brightness, they can turn off the stencil test and turn on vertex cache.
Only If you use both Stencil Test + Vertex Cache the sprites break happens.
For settings i use the ones:
Code:
|Video|
[-] Disable VBO (automatically disabled if not supported)
[x] Only GE graphhics (not recommended for homebrew)
[-] Use vertex cache
[x] Use shaders (experimental)
[-] Use a Geometry Shader for 2D rendering (only relevant when using shaders)
[-] Disable UBO (automatically disabled if not supported, only relevant when using shaders)
[-] Enable VAO (only relevant when using shaders and vertex cache)
[x] Enable saving GE screen to Textures instead of Memory
[-] Enable decoding of indexed textures (using CLUT) in shader (only relevant when using shaders)
[x] Enable dynamic shader generation (only relevant when using shaders rec for AMD/ATI)
[x] Enable the shader implementation for the "Stencil Test" (more accurate but slower)
[-] Enable the shader implementation for the "Color Mask" (more accurate but slower)