play PCSX2 in software mode to keep lighting, smoke, and transparency intactretards absolutely seethe when they see it
show me a comparison
>>12495151>He doesn't know about ParaLLEl-GS on LRPS2
>>12495164What kind of NASA rig do you even need to run it properly? My 4060 chokes on it.
>>12495171paraLLEl-gs runs better on PCXS2, in my experience. But it's not integrated there officially, unfortunately.
>>12495192Can you share the build? Or is it Linux only? I have no space for a second OS.
If only modern GPUs included a chip that allowed for GB/s framebuffer manipulation and passing... oh well!
>>12495164Its incomplete.
>>12495151You're still using a widescreen patch, faglard.
>>12495220Yeah, because it doesn't break anything.
>>12495223lol sure, buddy
>>12495195I think there was a Windows build on the Emulation Wiki, but I'm not sure. On Arch, there's a PKGBUILD on their repo, and one on AUR.As someone pointed out, though, it's incomplete, and there's no working overlays on it.
>>12495236Found it. Also found some notes (from another anon, I think) on how to build it on Windows myself.
>>12495209I 'member owning a radeon VII that was a mix of either brilliant at pcsx2 due to memory bandwidth and total shit because lmao GCN. These days though resolution scaling that anons swear by is still a problem unles you have moar bandwidth than god to quote a classic meme.
>>12495223Except the shot framing.
>>12495192>But it's not integrated there officially, unfortunately.Only because the ponies currently working on PCSX2 don't want it.
>>12495516To be fair to them, the code is a bit of a mess that doesn't integrate clearly, hence lack of overlay and such.If someone were to clean it up, it'd probably be accepted.
>>12495209is there anything in particular that can't be done by rendering the scene to a texture and manipulating that? either by reading it back into the cpu to do whatever or processing it with a shader when rendering it back to the screen?