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Old December 2nd, 2007   #1761 (permalink)
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ihateregisterin, no offense but shouldn't make your own thread like everyone else (the authors) especially when you made an additional feature for GSdx9/Pcsx2? After all, this is a GSdx9 specific thread. Lately, there has been too many non related GSdx9 posts. I also think that Gabest should make another thread too because not all 88 pages is related to GSdx9 0.10.x or v11, just my 2 cents
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Old December 2nd, 2007   #1762 (permalink)
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NVIDIA Shader Library - HLSL
There are some free shaders available from the nvidia site above.
I don't know anything about programming shaders, just curious what language are you using for the shaders in the plugin.
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Old December 2nd, 2007   #1763 (permalink)
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thanks, ihateregisterin! i just tried it out. now i have 108 mb worth of bmp files in my snap folder from pressing F8 over and over. why does it say 0.10.9 instead of 0.11 in the config->graphics dropdown? also, it would be nice to put the shaders in a sub folder so that it's not scattered all over the plugins folder.

i'm off to try to make some .fx files myself.

also, could you include shift-F8 to cycle backward through the shaders? thanks.

Last edited by kidaware; December 2nd, 2007 at 21:40..
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Old December 2nd, 2007   #1764 (permalink)
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Anyone know what happened to Gabest?

Been 3 days now without a post from him!

If he is not here, I hope he is enjoying life at least

Last edited by traptrapn; December 2nd, 2007 at 22:18..
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Old December 2nd, 2007   #1765 (permalink)
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Post Processing 1.1

@ludte: The shaders are programmed in HLSL.
@tuanming: This is totally GSdx9 related, I'm not sure why should I make a new thread.
@kidaware: I'm not really sure, but I guess gabest forgot to upload the last changes to SVN so it stills says 10.9.

Instructions:
1) Unzip to pcsx2 plugin folder.
2) Go to config and select post processing shader.
3) Use F9 and Shift+F9 to change shaders during gameplay.

Changelog:
- Moved the hotkey to F9 (I think I'm not messing with anything now).
- Shift+F9 goes back one shader.
- Shaders should be now at ./pcsx2folder/plugins/shaders
- Currently used shader is displayed at the window title.
Attached Files
File Type: zip GSdx9PP1-1.zip (232.6 KB, 159 views)
File Type: zip GSdx9PP1-1patch.zip (4.7 KB, 38 views)

Last edited by ihateregisterin; December 11th, 2007 at 23:21.. Reason: typo
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Old December 2nd, 2007   #1766 (permalink)
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FFXII tested Windows XP x86 and x64 with GSdx9 v11 and it's pretty much like Win XP x64...Licenses board view is 32 fps, in Vista x86 i get 45 fps. Too lazy to test v10.9 in XP x86 because most likely the outcome will be the same... I also notice that the menu and inside the license board where you change the stats of your character the fps is much faster. Viewing the menu/option it self is about 20 fps faster in Vista x86 and probably 5-15 fps faster in the license board menu (estimated due to can't recall the exact number).

My conclusion, Windows Vista x86 (32-bit OS) is the fastest OS for FFXII. In most case, the fps gains can ranges from 5 - 25 fps I wonder why Vista is faster than XP? hmm. In my opinion the simplest answer is that Vista is a better OS than XP as a whole.
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Old December 2nd, 2007   #1767 (permalink)
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Quote:
Originally Posted by tuanming View Post
FFXII tested Windows XP x86 and x64 with GSdx9 v11 and it's pretty much like Win XP x64...Licenses board view is 32 fps, in Vista x86 i get 45 fps. Too lazy to test v10.9 in XP x86 because most likely the outcome will be the same... I also notice that the menu and inside the license board where you change the stats of your character the fps is much faster. Viewing the menu/option it self is about 20 fps faster in Vista x86 and probably 5-15 fps faster in the license board menu (estimated due to can't recall the exact number).

My conclusion, Windows Vista x86 (32-bit OS) is the fastest OS for FFXII. In most case, the fps gains can ranges from 5 - 25 fps I wonder why Vista is faster than XP? hmm. In my opinion the simplest answer is that Vista is a better OS than XP as a whole.
Not the most problem free atleast. Installing some games was a pain
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Old December 2nd, 2007   #1768 (permalink)
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Good work gabest you just made another game close to being playable. Need for Speed Hot Pursuit 2 no longer has the yellow stripes/blues stripes or garbage on the screen. See screen shots below. On my pc, speed isn't very fast, about 5-6fps.

Edit 1:
If you turn off all music in the game itself I can get 7-8fps (in beta) but no difference in 9.4.

Note the game crashs after 5-6 seconds in.
Attached Images
File Type: jpg gsdx9_20071202194311.jpg (237.9 KB, 34 views)
File Type: jpg gsdx9_20071202194314.jpg (236.8 KB, 36 views)
File Type: jpg gsdx9_20071202194648.jpg (286.9 KB, 69 views)
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Last edited by gamersat678; December 3rd, 2007 at 00:23..
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Old December 3rd, 2007   #1769 (permalink)
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I also made a very small patch, it enables native aspect ratio
(based on svn 664)
Attached Images
File Type: jpg ffx.JPG (69.6 KB, 120 views)
File Type: png gsdx9.PNG (46.6 KB, 102 views)
Attached Files
File Type: zip GSdx9SSE2+native.zip (246.9 KB, 97 views)
File Type: txt native.patch.txt (975 Bytes, 72 views)
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Old December 3rd, 2007   #1770 (permalink)
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By the way, does anybody know what "Enable TV Out" does?
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Old December 3rd, 2007   #1771 (permalink)
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Quote:
Originally Posted by Borisz View Post
By the way, does anybody know what "Enable TV Out" does?
It enables D3DPRESENTFLAG_VIDEO flag which tells the driver that video data may be present on the back buffer.
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Old December 3rd, 2007   #1772 (permalink)
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ihateregisterin & EleQusion <-- could you two rename your .dll and rename the drop down version (the name that shows up in the configuration->graphics dropdown window like "GSdx9 (MSVC 15.00, SSE2) 0.10.9"...) so that it is separate from main gabest branch? i.e. GSdx9PP.dll and GSdx9NSSE2.dll/GSdx9 ... Post Processing v1.1 and GSdx9... with Native support. that way, we can switch between the different gfx drivers instead of overwriting the previous .dll.
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Old December 3rd, 2007   #1773 (permalink)
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I noticed Tekken Tag Tournament has lines going down the screen in a resolution higher than the native in the US (SLUS_200.01) and PAL versions but not the JP version (SLPS_200.15). It looks like the flicker filter Namco applied to the US and PAL versions is causing the vertical lines to appear in the US and PAL versions.

The JP version also looks much clearer too graphically.

Have you found the cause for this gabest?

I made lots more screenshots here:

Post your PCSX2 Screenshots Here!
Attached Images
File Type: jpg US TTT.jpg (138.6 KB, 71 views)
File Type: jpg JP TTT.jpg (148.3 KB, 72 views)
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Last edited by Eiji; December 3rd, 2007 at 03:10..
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Old December 3rd, 2007   #1774 (permalink)
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Quote:
Originally Posted by kidaware View Post
ihateregisterin & EleQusion <-- could you two rename your .dll and rename the drop down version (the name that shows up in the configuration->graphics dropdown window like "GSdx9 (MSVC 15.00, SSE2) 0.10.9"...) so that it is separate from main gabest branch? i.e. GSdx9PP.dll and GSdx9NSSE2.dll/GSdx9 ... Post Processing v1.1 and GSdx9... with Native support. that way, we can switch between the different gfx drivers instead of overwriting the previous .dll.
Well, we're both hoping that Gabest includes 'our' code into the main branch, if he rejects it, then I'll edit the plugin name (and offcourse if he adds it, then there would be only one version)
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Old December 3rd, 2007   #1775 (permalink)
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Quote:
Originally Posted by ihateregisterin View Post
It enables D3DPRESENTFLAG_VIDEO flag which tells the driver that video data may be present on the back buffer.
And thats good becase...
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Old December 3rd, 2007   #1776 (permalink)
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When that flag is set, video cards from certain manufacturers captures the output and display it in fullscreen on the second head or composite tv-out.
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Old December 3rd, 2007   #1777 (permalink)
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I forgot to put the source code patch for the 1.1 version of the post processing, so here it is. This patch should be used against SVN revision 664 (last one at the moment).

@gabest: If you find this interesting just add the code, or modify it or whatever you want. I tried to keep your coding style, so the code wouldnt look too bad around your code

Last edited by ihateregisterin; December 11th, 2007 at 23:16..
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Old December 3rd, 2007   #1778 (permalink)
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Hi everyone. I'd like to raise a question that has been confusing me for a while...

The game is SD Gundam G Generation Spirits, which I think is a super-minor title in the western world. It is almost fully playable with the newest Gsdx9. The graphics, however, are not perfect, having lots of texture errors. The problem here is that a number of people who have tested the game have no such issue at all. The only difference I could think of is all of their cards support pixel shader 3.0
Well, my video card is the old radeon x300, supporting up to PS2.0. But it's still unusual, at least to me, that Pcsx2 gives machine dependent performance. I mean, for the games I tested so far, I got exactly the same thing as those who own high-end machines do - only much slower...

My question is whether PS2.0 can correctly handle all display tasks. Is it a hardware problem or the issue may be fixed by updating some drivers?
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Old December 3rd, 2007   #1779 (permalink)
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well, I'm Kinda wondering whether such additions can affect Something else....
They can change the performance for sure, But can they Mess things up as well ???
If so, I Believe Separate Builds would be appropriate, So that when I Tell Gabest There is the following problem, He Looks Only at His Code for Fix or Optimization....
The Less Variable you Mess with, The More chance to reach your target...
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Old December 3rd, 2007   #1780 (permalink)
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Quote:
Originally Posted by serag4000 View Post
well, I'm Kinda wondering whether such additions can affect Something else....
They can change the performance for sure, But can they Mess things up as well ???
If so, I Believe Separate Builds would be appropriate, So that when I Tell Gabest There is the following problem, He Looks Only at His Code for Fix or Optimization....
The Less Variable you Mess with, The More chance to reach your target...
If you set Post Processing to "None", nothing gets affected. Even when you set any post processing shader it's not going to cause any compatibility problems because it starts working after the scene is normally rendered.
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