kd-11
kd-11
Optimizations are mostly complete, but I need to avoid doing full buffer round-trips for some data types when doing copies. These can be trivially implemented using custom shaders. Specifically BGRARGBA...
I implemented the SPIRV recompiler years ago but had to throw it away since it doesn't support traditional uniforms. This isn't really a big deal since we can rewrite all...
MSAA now supported after https://github.com/RPCS3/rpcs3/pull/16683
> > > To add to this, I noticed that #15796 is now closed, but I can confirm that this bug also occurs for me. Using the "Resolution Scale" slider...
As for the black textures, it's a mipmapping bug. For some reason we're miscalculating the extra miplevels have having 0 height which causes them to remain uninitialized. I'm looking into...
Ok, I checked into it a little more, the textures aren't special. The instructions to load them are correct which means the placement is wrong. I think the game dynamically...
I need to look at this one soon, it could hold a breakthrough.
This game has implemented a very "modern" screen tracing technique for ambient obscurence. The denoiser is busted though and I have not yet figured out why. Eventually the data stream...
Well, that didn't take long. I quickly realized if I was to do denoising on a PS3 I'd use a convolution filter - except rpcs3 has not yet implemented convolution...