This may all be normal and/or just a product of me messing with things that don’t need messing about with, but here are my findings for the sake of science.
Current personal preference on the integer scaling; want the picture to be vertically maxed even if a small amount is lost. Whatever integer scaling multiple gets there. 4k helps get it basically right there compared to 1080p. I don’t mind losing the bezel top and bottom much. Still think the left and right reflections look neato. Definitely not standard user there
Definitely point out where I may have lost the plot or need for further clarity.
Note: More not 2:00am testing shows that I actually get not so great performance in the below shaders, even without touching integer scaling, until I put my vulkan image Swapchain from 2 -> 3, giving the GPU some more breathing room. Perhaps that’s where our configs differ here?
Core: BSNES (non-2014)
Core settings: Stock. Haven’t touched them.
Vulkan image Swapchain: 2
Integer Scale: Adjusted via multiple offset shader param, disabled in RetroArch
Aspect Ratio: Full
Retroarch: Tried current nightly and Stable (1.15.0)
Curvature: Whatever it is in those presets; didn’t manually enable it for testing.
All in MBZ_0
Sub 60fps (audio crackle as indication). Integer scaling doesn’t make it worse as far as I can tell. Also, integer scaling doesn’t change the scaling of the bezel here… So reflections aren’t changing (in case performance loss is due to increased sampling or something in the following shader?)
Performance fine at stock settings. Degrades as integer scale offset increases. Swapchain images at 3 doesn’t quite get above 60 consistently, though it is improved. I have to enable integer scaling for this shader notably compared to the others, and it affects the bezel scale. So to me, that sounds like I’m potentially coasting further into “stop mucking about with things, you don’t want to do that” territory. But 🤷
Performance sub 60 with stock settings. Integer scaling has no affect on performance. Doesn’t affect bezel scale either.
D3D11 also performs fine with all shaders except the slot mask one there when I manually enable integer scaling in the shader params and go to 2x multiple offset.