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Old November 19th, 2007   #1121 (permalink)
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Quote:
Originally Posted by Dragonheart.by View Post
Thinks are geting worse (Veronica Code X).
Now missing textures replaced with somethink coloured. (Screenshots 1-4). Problem with movies that I described (fps drop after a half of minute playing) is now solved. This is good. But titles in the begining of the game... In pre 10-5 versions it was OK. In 10-5 there is only blackscreen. Now it is orange with black bars in places where text should be (Screenshot 5). And sorry me once again for the screens quality, dial-up мать вашу...
Looks perfect now! And hovering around 40fps.

Quote:
Originally Posted by Borisz View Post
The fmv is fixed in Disgaea, but the alpha bug is still there.
That's a z collision bug actually. Bits are lost during the conversion from 32bit integer to the d3d-native 24bit float format. This is one of the hard-to-fix problems.

Last edited by gabest; November 19th, 2007 at 07:39.. Reason: Automerged Doublepost
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Old November 19th, 2007   #1122 (permalink)
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@gabest

I'm curious: Do you plan to port GSDX9 to linux? (maybe a opengl port)
Thank you
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Old November 19th, 2007   #1123 (permalink)
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Quote:
Originally Posted by gabest View Post
That's a z collision bug actually. Bits are lost during the conversion from 32bit integer to the d3d-native 24bit float format. This is one of the hard-to-fix problems.
That sounds bad.

By the way, another thing I noticed - the "ripple" effect in Gradius 5 is missing. When the first boss comes out, the whole screen has a (slow-ass in zerogs) rippling effect applied to it. This is completely missing in gsdx, it only displays the lightshow but not the rippling screen.
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Old November 19th, 2007   #1124 (permalink)
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Quote:
Originally Posted by Dragonheart.by
dial-up мать вашу...
Ahaha! crazy russian here
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Old November 19th, 2007   #1125 (permalink)
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Quote:
Originally Posted by gabest View Post
edit: forgot to mention, but the sprite errors of ffxii was fixed too, together with dq8 these games had newly discovered problems, that's a good thing (not something broken and repaired :P).
Excellent!! Thank you gabest
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Old November 19th, 2007   #1126 (permalink)
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10-7, it was uploaded a while ago, but ngemu was down :P

The pixel shader is getting long a bit again, at large resolution the fps may drop sharply (rendering res is changable now). Going to break it down to simplier pieces later. (example: RE4 at native res above 40 fps at the start, 1024x1024 just 34fps)

Last edited by gabest; November 19th, 2007 at 12:19..
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Old November 19th, 2007   #1127 (permalink)
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El_Diablos
Ahaha! crazy russian here
Бэндэравцы епть! Мир тесен.

gabest
Looks perfect now! And hovering around 40fps.
What do you mean? You mean that you've already fixed it or that it works fine with your RE? I'm palying [SLES 50306] (E).
BTW, what about frameskiping feature integrated into your plugin?

gabest
OK, sorry, I'll try new version.

Last edited by Dragonheart.by; November 19th, 2007 at 12:15.. Reason: Automerged Doublepost
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Old November 19th, 2007   #1128 (permalink)
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No frameskippiing yet, but I promise there will be once
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Old November 19th, 2007   #1129 (permalink)
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I will make special thread for GSdx9 in my forum (russian speaking). But the forum is down at this moment (и это уже начинает меня заябывать). I'll be posting news about GSdx9 there. Gabest, can you post somethink like changes list with your new versions?

but I promise there will be once
I love you man:b ow:

Woooohoooo, great. RE works fine!
Internal resolution is a great think too! The game looks great with filtering and 2048x2048! Like PSX games with Pete's Open GL2 plugin, there was a nice graphic quality boost with increasing of internal resolution too. What is the maximum and minimal int. resolutions? I found 512x512 or 2048x2048, right? Or it is game independent? I think that VGA can don't support some resolutions too, right? I just remember that high resolutions didn't work with Pete's plugin when I used it with mine Rad x550. And where is the option "enable patelized textures"? There is no need in it more?
And what about mine question about impact of Direct3D settings in VGA driver?
Sorry that I'm asking so many quastions, just want to write russian mini-FAQ about GSdx9.

Last edited by Dragonheart.by; November 19th, 2007 at 12:49.. Reason: Automerged Doublepost
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Old November 19th, 2007   #1130 (permalink)
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Another milestone reached in FF XII, gabest - nice work! Only one thing left - fmvs r ok now but only with 'native' d3d internal resolution. But game looks bad then. With 1280x1024 game looks great but fmvs not... See the screenshot.

Note: for some reason menus r slow <just like in ZeroGS with AA on> but it does not matter that much for me:P

Note 2: Emu crashes if i try to minimize GSDX9 window

Note 3: Mobile Suit GUNDAM Zeonic Front - ingame 3D works lil' faster with new 10-7, but 2D menus show almost nothing. Same with 10-6. 10-5 works ok.
Attached Images
File Type: jpg FF XII gsdx9 10-7 1.JPG (219.1 KB, 66 views)
File Type: jpg FF XII gsdx9 10-7 2.JPG (155.3 KB, 34 views)
File Type: jpg FF XII gsdx9 10-7 3.JPG (95.1 KB, 44 views)
File Type: jpg FF XII gsdx9 10-7 4.JPG (186.3 KB, 60 views)
File Type: jpg FF XII gsdx9 10-7 5.JPG (141.9 KB, 41 views)
File Type: jpg FF XII gsdx9 10-7 6.JPG (166.1 KB, 62 views)
File Type: jpg FF XII gsdx9 10-7 settings.JPG (24.2 KB, 58 views)
File Type: jpg ZF gsdx9 10-7 1.JPG (183.4 KB, 41 views)
File Type: jpg ZF gsdx9 10-7 2.JPG (115.1 KB, 15 views)
File Type: jpg ZF gsdx9 10-7 3.JPG (49.4 KB, 8 views)
File Type: jpg ZF gsdx9 10-5 4.JPG (64.0 KB, 9 views)
File Type: jpg ZF gsdx9 10-5 5.JPG (144.4 KB, 15 views)
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Last edited by rainbow; November 19th, 2007 at 13:39..
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Old November 19th, 2007   #1131 (permalink)
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gabest the latest version fixes the video in Disgeae 2, now it runs perfect (aside from the speed)
and you released 10-7 before i even knew there was a 10-6 lol! this plugin just keeps getting better and better.

and i tried out the internal resolution on some 3d games, when setting it to 1920x1080 to match my output resolution i'm getting a beautiful picture! looks amazing, its like i'm playing on my PS3

I assume that the internal resolution is all GPU dependant, correct? so it dosn't put more load on the CPU. Cuz i was testing with different resolutions and the FPS stayed constant, but the picture quality improved.

But i have a question, is it better to keep the Internal resolution 1-to-1, like 1024x1024; or is it fine to put it in widescreen 16:9 1920x1080. will setting it to custom resolutions cause problems in games?
i know that the original PS2, can't output true 1920x1080 so i'm wondering if setting it in the emulator will cause problems in games.

EDIT:
rainbow thats interesting about the FMVs with custom internal resolutions; i've tried persona 3 and disgeae 2 with native and custom resolutions, and the FMV sequences look exactly the same.
i'm going to get my FFXII disk to see if i get the same problem as you with that game, might just be game dependant, or maybe certain resolutions don't work.
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Last edited by cottonvibes; November 19th, 2007 at 13:45..
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Old November 19th, 2007   #1132 (permalink)
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THANK YOU GABEST! you're the best :P

now i can enjoy FFX in my whole display resolution of 1680x1050 pixels and it looks more than great and is faster than ZeroGS!

but is there a way to use hardwarebased antialiasing?
i mean real AA of the Graphic card you can tick on in the nvidia panel.
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Old November 19th, 2007   #1133 (permalink)
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Dragon Ball Z Budokai Tenkaichi 3 still the same with 10-7.
And yes, frame skip feature would be PERFECT of course.
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Old November 19th, 2007   #1134 (permalink)
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Gabest, thank YOU for your work you did for the emu

Speed in some games has been distinctly increased from 10-6 to 10-7. This plug-in really needs now only frameskipping but I remember what you have promised Thank YOU one more time

FFX runs almost pefectly now!

Dragonheart.by
русский faq? это очень интересно (хоть делать и зайописто ).
P.S. бэндеровцы тоже бывают полезными))
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Old November 19th, 2007   #1135 (permalink)
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Quote:
Originally Posted by RPGW1ZaRD View Post
Yes it's GSdx9, I also got the same crash and it's always in the same spot, tried both SSE2 and non-SSE2 versions and had the crash in same place. Check screenshots below for more info.

But it's nice to see GSdx9 running ingame with quite close to the fps I'm getting with ZeroGS.

EDIT: added screenshot of the place it crashes, it's in the very beginning when you walk there on the bridge or around it in that area.
Quote:
Originally Posted by NexXxus View Post
I tried KH2 with 10-6 and it crashed after a while in a cutscene.
i used framelimiting (not skipping!) and i didn't changed it while the game was running.
PCSX2 is version 0.9.4 of course.

maybe a MTGS problem?

edit: don't wonder about the dreamcast logo on the right site, thats my second monitor with this cute wallpaper
These KH2 problems are not due to the fault of GSDX9, its actually because PCSX2 is sending rubbish data to the GS and it doesnt know what to do with it. ZeroGS has some error handling in it to ignore some of this data, hence preventing the crashes. So there isn't a great deal Gabest can do :P
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Old November 19th, 2007   #1136 (permalink)
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Wow, manually adjustable internal resolution, this is what every PS2 GS plugin should have! This feature is the best addon I could think of, now you can sacrifise a bit image quality for performance or vice versa depending on the game and I was able to match ZeroGS FPS with GSdx9 now, 111~113 FPS in the spot I've posted earlier (cpu becoming bottleneck) with slightly better image quality even!! Or I could use a little higher internal res with almost no fps drop and look a lot better than ZeroGS at similiar FPS. Nice, GSdx9 is surely becoming interesting.
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Old November 19th, 2007   #1137 (permalink)
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Rainbow, I tried FFXII with and without custom internal resolutions.
the FMV sequence in the beginning was about the same in all of them!
i didn't get the darken screen like you did, i even tried 1280x1024 to see if it was that resolution.
If anything the 1/2 Blend mode w/ custom higher resolutions, seemed to produce the best picture in the FMV sequences. (didn't crack as much)
however within game, the best picture was with custom resolution (1080p) and no interlacing


Quote:
Originally Posted by NexXxus View Post
THANK YOU GABEST! you're the best :P

now i can enjoy FFX in my whole display resolution of 1680x1050 pixels and it looks more than great and is faster than ZeroGS!

but is there a way to use hardwarebased antialiasing?
i mean real AA of the Graphic card you can tick on in the nvidia panel.
On the nVidia panel instead of having AA be "application controlled" select it to what you want.
I havn't tried this though cuz I don't want to keep having to switch it on and off. It would be cool though if the GS plugin had an AA option so you don't have to go into nVidia panel (but i don't know how hard this would be to implement)
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Old November 19th, 2007   #1138 (permalink)
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Gabest GJ !

Dragonheart.by, Boitano парни я понимаю, что мало кто здесь знает русский, но все же давайте обойдемся без этого =)

This was the last time using russian language on this forum
BTW i am in response about russian faq on the pcsx2.net, but no official documentation for the 0.9.4 and plugins are available
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Old November 19th, 2007   #1139 (permalink)
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Wow, FFXII runs extremely well on the 10-7 version
The only immediately noticeable graphical oddity is the cylindrical shadows every character has.
Again good work on this plugin!
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Old November 19th, 2007   #1140 (permalink)
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Quote:
Originally Posted by NexXxus View Post
THANK YOU GABEST! you're the best :P

now i can enjoy FFX in my whole display resolution of 1680x1050 pixels and it looks more than great and is faster than ZeroGS!

but is there a way to use hardwarebased antialiasing?
i mean real AA of the Graphic card you can tick on in the nvidia panel.
There are two kinds of render target in d3d, one that can be re-used as a texture (gs does that a lot) and another which supports antialiasing, it is possible to convert the latter but I haven't tried how fast that would be (each time the game wants to access the rt as a texture).

Quote:
Originally Posted by rainbow View Post
Another milestone reached in FF XII, gabest - nice work! Only one thing left - fmvs r ok now but only with 'native' d3d internal resolution. But game looks bad then. With 1280x1024 game looks great but fmvs not... See the screenshot.
Which FFXII is this, EU/US? Mine didn't look that way. The primitive count is over 100k, really strange. There should be only the movie and a few sprites.

Quote:
Originally Posted by cottonvibes View Post
gabest the latest version fixes the video in Disgeae 2, now it runs perfect (aside from the speed)
and you released 10-7 before i even knew there was a 10-6 lol! this plugin just keeps getting better and better.
Did you also notice that the video is now centered too? :P This is one of the rare cases, when a game is not displaying the frame buffer at the top/left corner, it uploads a 720x480 picture and then chops off the sides just to show a 640x448 area of it. The slow speed is not because the gs, runs that bad with every possible renderer (incl. zerogs).
Quote:
Originally Posted by cottonvibes View Post
I assume that the internal resolution is all GPU dependant, correct? so it dosn't put more load on the CPU. Cuz i was testing with different resolutions and the FPS stayed constant, but the picture quality improved.
Yes, if you have a good gpu then you can go up to 4096 or whatever the largest texture it supports. For me, my 8600gt often becomes the bottleneck, as I just noticed trying different resolutions. Shadow of the colossus is one of the most demanding game and that in native mode runs at an amazing 15fps, while in 1024x1024 it slows down to 4-6 already. It has to do with the pixel shader getting more complex, but as I said that still can be helped a bit.
Quote:
Originally Posted by cottonvibes View Post
But i have a question, is it better to keep the Internal resolution 1-to-1, like 1024x1024; or is it fine to put it in widescreen 16:9 1920x1080. will setting it to custom resolutions cause problems in games?
It doesn't matter what numbers you set, it's just a scaling factor, but in fullscreen it is recommended to set that fullscreen res.

Quote:
Originally Posted by refraction View Post
These KH2 problems are not due to the fault of GSDX9, its actually because PCSX2 is sending rubbish data to the GS and it doesnt know what to do with it. ZeroGS has some error handling in it to ignore some of this data, hence preventing the crashes. So there isn't a great deal Gabest can do :P
I think it is fixed now, the crash at the beginning in the first town, just hoping other games are not affected :P

Last edited by gabest; November 19th, 2007 at 15:11.. Reason: Automerged Doublepost
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