![fullscreen pcsx2 emulator fullscreen pcsx2 emulator](https://i.ytimg.com/vi/TVphud6AkSA/maxresdefault.jpg)
It's not related to pcsx2 because every emulator using OpenGL suffer from the same symptoms. But at least I tried to document it as much I could (that gif took me forever to make lol, I lost the habit of doing that, but it does illustrate the issue well enough). I updated the OPĭescribed above, I'm slowly losing faith that I can come up with a solution. Your internal resolution could be really weird, I don't know your pcsx2 settings (or the game you try to play)ĮDIT : I think I solved the issue. You might want to zip up your pcsx2 folder (up to 50 mb if properly zipped) and send it to me. Yeah, I'm sorry I cannot reproduce the issue (BlueSkyKnight has the same problem, I know) I am using a 4k TV at native 4k resolution, and a gtx 1070. This issue does not happen on the dx11 version that you have released earlier.
Fullscreen pcsx2 emulator full#
StuDentBR wrote: I am having an issue with Nvidia version using opengl, I get depth buffer only if the emulator is windowed and the window is small if go full screen or even maximize the window the depth buffer goes blank. I doubt people over there care enough to ever make the change (and Gregory is a father now ) but if you want news about it, then this is the place to go for answers : 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) ?
Fullscreen pcsx2 emulator how to#
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.