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Old July 16th, 2008   #2521 (permalink)
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If it is like an image in photoshop, if you overlap many times the same image, it will get brighter or darker, so I guess it's sort of the same effect. Just a wild guess anyway lol.
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Old July 16th, 2008   #2522 (permalink)
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Quote:
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what a strange hack... do they sum the pixel values?
It has only 4mb video memory, if there is no space to create another texture then this is easier. PC hardware doesn't allow the same memory to be used for source and destination at the same time (shader input/output), gsdx just makes a copy first.
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Old July 16th, 2008   #2523 (permalink)
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Sent you a pm with the files, gabest

I also noticed the brightness thing, seems to be a general problem.
Well, its easy to make this fix a gamehack, in fact i already have it for
xenosaga3 only
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Old July 17th, 2008   #2524 (permalink)
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xenosaga episode I has missing TEXT and corrupted faces ( seems something like z buffer ) with latest SVN.
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Old July 17th, 2008   #2525 (permalink)
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BTW. svn seemed to have some problems compiling sse4.1. Had to remove some ; from defines :P
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Old July 17th, 2008   #2526 (permalink)
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That's an old one, serves as a n00b filter

AndreaB: yea strange, dx9/d3d seem to have a problem, textures are flashing, I didn't really do anything to it.

Last edited by gabest; July 17th, 2008 at 11:52..
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Old July 17th, 2008   #2527 (permalink)
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if you want i cant do extensive test in some games as your choices. so i can track every svn build change on them.
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Old July 17th, 2008   #2528 (permalink)
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That's an old one, serves as a n00b filter
Haha. Guess I got past the filter then
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Old July 17th, 2008   #2529 (permalink)
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xenosaga episode I has missing TEXT and corrupted faces ( seems something like z buffer ) with latest SVN.
I don't have any problems with it with svn 813 at least running in DX9/hardware mode (or software mode which is faster in Win XP). Didn't bother checking DX10 mode though as I'm on XP and too lazy to boot up Server 2k8 atm.
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Old July 17th, 2008   #2530 (permalink)
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ok maybe is the logaritmic option? i will check ad report.
(yes software mode is best for this game , fast and accurate )
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Old July 18th, 2008   #2531 (permalink)
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Note: SSSE3 is supported by the Intel Core 2 Duo series.
Note 2: SSE4 is supported ONLY by the Intel Core 2 Duo Penryn series,meaning the E7xxx,E8xxx models for dual cores and the Q9xxx models for quad cores
The T9300 Suppots SSE4.1 too.

CPU Typ Mobile DualCore Intel Core 2 Duo T9300, 2466 MHz (12.5 x 197)
CPU Bezeichnung Penryn
CPU stepping C0/M0
Befehlssatz x86, x86-64, MMX, SSE, SSE2, SSE3, SSSE3, SSE4.1
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Old July 18th, 2008   #2532 (permalink)
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i confirm, with logaritmic ON xenosaga 1 si working OK.
Maybe is the same for the other game suffering the same problems
(i remember a post about ratchet and klank)
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Old July 18th, 2008   #2533 (permalink)
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The T9300 Suppots SSE4.1 too.

CPU Typ Mobile DualCore Intel Core 2 Duo T9300, 2466 MHz (12.5 x 197)
CPU Bezeichnung Penryn
CPU stepping C0/M0
Befehlssatz x86, x86-64, MMX, SSE, SSE2, SSE3, SSSE3, SSE4.1
As I said in a earlier post, SSE4 is the group consisting of 2 extension sets: SSE4.1, which is the one in Penryn, and SSE4.2, which will be added in later models. Atm there's only SSE4.1 available, so the full SSE4 isn't in any pc yet.
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Old July 20th, 2008   #2534 (permalink)
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hi gabest.

gsdx 0.1.9 fixed a long time bug with Yakuza PAL (CRC D3F182A3): all the versions after 0.1.7 dont show game intro.

now gsdx 0.1.9 svn 816 corrected that.

BUT, and a big but, that svn messed up the graphic ingame totally. take a look on the attached screenshots and the little video i've made.

gsdx 0.1.9 svn 813 dont have that bug. perfect graphic. but it doesnt show the intro

I have uploaded a dump from svn 816 as well: Yakuza gsdx 0.1.9 svn 816 dump
Attached Images
File Type: jpg yakuza_gsdx_0.1.9_816.jpg (42.2 KB, 69 views)
File Type: jpg yakuza_gsdx_0.1.9_813.jpg (51.4 KB, 80 views)
Attached Files
File Type: 7z yakuza_movie.7z (853.1 KB, 17 views)
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Last edited by intellect; July 20th, 2008 at 08:18..
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Old July 20th, 2008   #2535 (permalink)
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its not "messed up", thats the post processing-effect, somehow gabest activated it again on many games I tried (like ToA); its just a bit buggy, the effect is just too strong and the position (I think x-coordinate, but it could be z ) is not right. Wait until the next release of the svn.

I think it would be great if gabest would add this function in the options, instead of writing down the CRCs in a "blacklist"
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Old July 21st, 2008   #2536 (permalink)
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Yuna in FFX has a long stripe on her chin and neck in DX10 Mode in GSdx 0.1.8 (final)
DX9 is fine.

.GS file is not needed since gabest has this game

edit: same problem in Revision 813

+ Vsync doesn't work in DX10 mode, i get ugly tearing in fullscreen mode.
vsync by the nvidia driver works fine, but not the one from the GSdx settings.

hm any chance getting Antialiasing to work in DX10 ?
it works in DX9, but DX9 mode is uberslow in Vista on graphic intensive places like mihen highroad
in XP its fast like DX10 in Vista... hm...
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Old July 21st, 2008   #2537 (permalink)
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That Yakuza game had different problems, render target alpha channel as a palette index wrapped around to the beginning when it had the max value, and the texture cache wasn't smart enough to handle recursive rendering (that's when the texture and the rt are the same) more than once in a row.
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Old July 21st, 2008   #2538 (permalink)
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Tales of the Abyss has improved slightly since 812, as the characters aren't totally invisible now.
D3D9, hardware mode, SSE4, FBA and logarithmic Z enabled, r818. Software mode doesn't fix the weird 3D rendering, but it does fix the screen corruption on the skit (4th screenshot). Native res makes no difference.

gsdx

On another note, vsync seems to slow everything down horribly. I can never turn it on for that reason.
And as people were mentioning it before, logarithmic Z also fixes some really strange graphics glitches in Disgaea 1. Perhaps the option should be on by default? Or does it break some stuff?
Attached Images
File Type: jpg gsdx_20080721022356.jpg (166.0 KB, 21 views)
File Type: jpg gsdx_20080721022540.jpg (111.1 KB, 40 views)
File Type: jpg gsdx_20080721022634.jpg (133.7 KB, 36 views)
File Type: jpg gsdx_20080721023256.jpg (46.9 KB, 23 views)

Last edited by FironDraak; July 21st, 2008 at 07:58..
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Old July 21st, 2008   #2539 (permalink)
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Quote:
Originally Posted by FironDraak View Post
Tales of the Abyss has improved slightly since 812, as the characters aren't totally invisible now.
D3D9, hardware mode, SSE4, FBA and logarithmic Z enabled, r818. Software mode doesn't fix the weird 3D rendering, but it does fix the screen corruption on the skit (4th screenshot). Native res makes no difference.

gsdx

On another note, vsync seems to slow everything down horribly. I can never turn it on for that reason.
And as people were mentioning it before, logarithmic Z also fixes some really strange graphics glitches in Disgaea 1. Perhaps the option should be on by default? Or does it break some stuff?
The characters disapear "only" if you turn on Disable Forced ABS - it's not a gsdx problem...
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Old July 21st, 2008   #2540 (permalink)
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Oh, you're right about that. Well, with disable forced abs disabled, the messed up model issue happens with both gsdx and ZeroGS, so I guess that's probably a pcsx2 issue still.
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