Suggestion Settings Medefan PSX

Hello all my first post to the forums i’m a new user to Retroarch and recently began using Medefans PSX Core Was just wondering if some nice people could help me find the right settings/Shaders to make my PSX Look absolutely fantastic

I’m not familiar with alot of shaders outside of HQX x4 and even then i have no idea what that does i just notice it does a pretty decent job of getting rid of jagged textures which drive me mad Im Running a pretty powerful computer

Feel free to post your own HD settings or w/e or let me know some of the best shaders… or your preferred and why

I Personally like Smooth looking textures i cant stand jagged lines and textures

As said im very new to retroarch and trying to learn as much as possible

thx

Hi ! Sadly, to this date there’s only one core for the playstation it’s Mednafen PSX core wich gives nothing more than an authentic playstation emulation without any enchancements. There’s no filter texturing, no bigger internal resolution and you’ll have a typical color dithering on 3D games One of the most interesting feature of Retroarch is it’s unequaled video postprocessing capabilities, but there’s no post processing shader that can filter the textures, it’s impossible. To my opinion, the best thing retroarch can do for you is using the CRT shaders. Scaler shaders like hq4x or xBR will give mitigated results i’m afraid. If you really want to get rid of all pixels and jaggies you’ll have to wait for an hypothetic new core with internal enhancement !

The past week or so simias and Twinaphex have been working on adding software upscaling to our fork of mednafen-psx. You can check it out from the online updater. Since it’s software- rather than hardware-upscaling, 2x is probably as high as you can go while maintaining full speed, but even that helps a lot.

Hyllian’s xBR shaders generally do a similar-but-better job compared with HQx, and he’s also made some variants that work specifically with the aforementioned internal upscaling. They’ll ignore the polygon stuff and only upscale the pre-rendered backgrounds that were common in many games from the era (think: Resident Evil, FF9, etc).

The latest nightly builds of Mednafen core already support high internal resolution of 2x, 4x and even 8x. Though you’ll need a very powerful cpu to even run 4x at full speed. Other than that, with this core you can turn OFF the psx dithering, if you want. It lacks texture filtering, though.

As hunterk said, I have made some shaders to work with some specific psx games (the pre-rendered ones: FFs, Dino Crisis2, Resident Evils, etc) at high internal res by filtering only the pre-rendered cenarios. It works very well with this mednafen at 2x internal res.

Interesting… So i have to use one of the nightly builds? not 1.3.0 I Was wondering why in 1.3.0 when i turned on HQX4 Why it didnt even look like it did anything actually reinstalled Retroarch cause i thought something was wrong as shaders werent working with bsnes-accuracy-either but im guessing thats for purists… as well so no internal shader will work there either…

Wish it didnt give the option lol

Im Still learning this i love it thus far as it takes away alot of Crowded folders lol

You don’t need to use a nightly of retroarch if you don’t want. You can just fetch the updated core from the online updater.

Shaders should definitely work with bsnes-accuracy. If they’re not, something is wrong. You can try running retroarch-debug.exe from a command line (just assuming you’re using Windows; correct me if I’m mistaken) with --verbose and it will print any errors to the command window.

Alright ill try that out Like i noticed it on the nes emulator to but then i used the single layer option and then it took the shader into effect was weird

Shaders are sort of complicated. There are 2 main kinds: single-pass shaders (they come in *.cg and *.glsl flavors) and shader presets (cgp and glslp, respectively).

The ‘load shader preset’ option only works for presets, and once you load a preset it will immediately go into effect (assuming the shader is functioning properly on your system).

If you want to load a single-pass shader, you need to increment the number of passes from 0 to 1 and then where it says “Shader #whatever N/A” you navigate to the single-pass shader file you want to use. Then you have to go up to ‘Apply Shader Changes’ to make the single-pass shader go into effect.

haha it seems that i’ve been overtaken by events… I’m glad to be wrong. At last I can get rid rid of the dithering. It only lacks the texture filtering

For us average Joe types… which shaders are you guys referring to? I found about 30 shaders in the xBR folder, but nothing that is tagged as being Hyllian’s. Please let me know which one you recommend. Will these prevent the scanlines from looking “bunched up” at 2x upscaling?

Thanks for the help.

xBR is Hyllian’s algorithm. They’re all his :slight_smile:

The ones that work only on the pre-rendered backgrounds with upscaled polys have ‘3d’ in the filename.

I’m not sure what you mean about scanlines being bunched up (can you post a screenshot?), but if you mean the unevenness that can happen with scanlines at non-integer scale factors, then no. There’s not really anything to be done about that.

Thanks for the reply, I’ll check out those shaders. Yeah, by bunched up I meant uneven. If I put Mednafen in 2x mode, the normal shader I use has uneven lines.

The crt-Hyllian-3d-glsl at 2x upscaling looks amazing, but just a bit much for my system. It’s a bit slow. Nice work though… looks great.