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Old December 24th, 2007   #221 (permalink)
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Originally Posted by Djnforce9 View Post
Hmmm. This plugin didn't seem to work for me. I just got a "GS failed to load" error (I'm now on Vista x64 and DX10 is installed and working perfectly since I can run Crysis without trouble)
I see you have a Ati card, there are a few threads around talking about how the latest Ati cards aren't performing well with the Pcsx2. I don't know the details of it, but I'm sure someone will help you out.
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Old December 24th, 2007   #222 (permalink)
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GSDRvZPII

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Originally Posted by GeominorAI View Post
Versions since 0.1.3 have caused some graphical glitches in GSDRvZPII's menus. There should not be shadows in the background of the four panels nor should the letters (A/B) have unusual textures. All previous versions of GSdx9 and GSdx10 do not have this problem, and ZeroGS 0.97.1 does not show up with these either.

(Also, somehow this menu and the in-game particle effects, i.e. explosions, have slowed down significantly after this update. Though somehow the testing of versions prior to 0.1.3 failed to regain the speed it once had for some odd reason.)
A slight update to this with the combined GSdx (with DX10): the shade problems with the the menus are gone, but the menu remains slow, and the particle effects can now be bad as worse as 5fps ex. on a close up view of an explosion. Interestingly, the speed of the menu and particle effects with DX9 are mostly at 60fps. These were all tested with Texture Filtering enabled.
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Last edited by GeominorAI; December 24th, 2007 at 08:06.
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Old December 24th, 2007   #223 (permalink)
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Quote:
Originally Posted by GeominorAI View Post
A slight update to this with the combined GSdx (with DX10): the shade problems with the the menus are gone, but the menu remains slow, and the particle effects can now be bad as worse as 5fps ex. on a close up view of an explosion. Interestingly, the speed of the menu and particle effects with DX9 are mostly at 60fps. These were all tested with Texture Filtering enabled.
That one was really bad. For the background of the boxes and the letters it refered to one single point on a texture and in the pixel shader bilinear filtering combined it with a neighburing pixel which had a different color.

Last edited by gabest; December 24th, 2007 at 08:19. Reason: Automerged Doublepost
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Old December 24th, 2007   #224 (permalink)
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Originally Posted by gabest View Post
That one was really bad. For the background of the boxes and the letters it refered to one single point on a texture and in the pixel shader bilinear filtering combined it with a neighburing pixel which had a different color.
Would the slowdown then be attributed to the undesired combining process?

Based on the focus of the reply, then is it safe to assume that the particle effects rely on the same technique and thus be affected?
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Old December 24th, 2007   #225 (permalink)
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=> http://forums.ngemu.com/ps2-plugin-q...7657-gsdx.html
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Old December 24th, 2007   #226 (permalink)
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Exactly.
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