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Darkfalz
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Reged: 01/15/04
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Re: Demystifying hlsl shadow masks.
03/03/16 06:05 PM


> > try to increase the x/y prescale factors of the HLSL section. A
> > value of "5" (five) gives a nice, good average and if your graphics card can handle
> > it, you can even try higher values.
>
> Be careful: it helps to know what prescale actually *does*. It blows up the game
> image by the factor specified, so a 320x240 game becomes 1600x1200 worth of pixels
> before the final stretch/filter, and you don't want to go past the resolution of your
> monitor. So for a 720P monitor or a 1366x768 laptop prescale 5 would be a bit
> excessive.

The higher I go the better it looks. I discovered this makes vanilla scanlines look better too. But unfortunately even if I leave shadow_mask blank or set alpha to 0, it still has the performance hit. Maybe the performance hit is all from the prescale not the blending? It would be nice to save rendering cycles blending an invisble shadow mask.







Entire thread
Subject Posted by Posted on
* Demystifying hlsl shadow masks. Darkfalz 02/26/16 04:05 PM
. * Re: Demystifying hlsl shadow masks. Jezze  02/26/16 06:32 PM
. * Re: Demystifying hlsl shadow masks. uman  02/26/16 04:46 PM
. * Re: Demystifying hlsl shadow masks. Darkfalz  03/03/16 05:47 PM
. * Re: Demystifying hlsl shadow masks. Traso  03/07/16 11:32 PM
. * Re: Demystifying hlsl shadow masks. R. Belmont  02/26/16 06:26 PM
. * Re: Demystifying hlsl shadow masks. Darkfalz  03/03/16 06:05 PM
. * Re: Demystifying hlsl shadow masks. Jezze  03/03/16 07:17 PM
. * Re: Demystifying hlsl shadow masks. uman  02/26/16 08:12 PM

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