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Old August 26th, 2008   #3021 (permalink)
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Originally Posted by cottonvibes View Post
from the pics that users have submitted by forcing AA on/off, there's barely any noticeable difference.

so its not like AA is going to make GSdx look much better.
I disagree. Especially at low internal resolutions it would be a huge difference. But even in 1280*1024 on my 17" TFT forcing AA is very noticeable for me.

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Originally Posted by AndreaB View Post
why gabest should modify the plugin to use AA when you can go to your control panel and enable it?

give me a reason....
It doesn't work for ATi cards and it only works over detours on nVidias. Also it'd probably more efficent.
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Old August 26th, 2008   #3022 (permalink)
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I could never find out how to enable antialiasing for render targets in dx9, changing it directly for the driver through display settings may be the only way, but it is possible to do programmatically in dx10.
All the more reason for a OpenGL 2.0 renderer: Antialiased framebuffer objects, hence: proper AA in GSDX and other related stuff (GameCube/N64 emus) that require multisampling
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Old August 26th, 2008   #3023 (permalink)
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Originally Posted by gabest View Post
I could never find out how to enable antialiasing for render targets in dx9
got an idea.
for what is the rendertarget in gsdx needed?

the only reasons i know is that you can't use a native PS2 resolution in fullscreen mode without a rendertarget.
in window mode, the window must be resized to the PS2 resolution.

BUT:
when you use custom resolution like native PC display resolutions 640x480,1280x1024,1680x1050 then its possible to render in fullscreen without a rendertarget.
isn't it?
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Old August 26th, 2008   #3024 (permalink)
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Nothing is rendered directly onto the backbuffer because there may be more render targets the game want to use, and they may be reused as a texture. (btw, it would be more precise to call them textures created with the render target flag, there are multisampled render targets in dx9 too, just not textures so they are useless)
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Old August 26th, 2008   #3025 (permalink)
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i know some games using rendertargets, behind gsdx's rendertarget, Kingdom Hearts for example.
But FFX doesn't use one as far i know

so why isn't it possible to render all this stuff directly on the frame or backbuffer instead of a texture?
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Old August 26th, 2008   #3026 (permalink)
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Hey Gabest (or anyone for that matter),

I'm having a problem with your newest plugin and Kingdom Hearts 1, could u take a look at the screens in my support post and see if you can see what the problem might be? It would be greatly appreciated.

http://forums.ngemu.com/pcsx2-offici...pert-help.html

Thanks in advance

***UPDATE***
The problem I was having with "vertical interlacing" was solved by going back to version 1.8. Gabest if you need any info from my system to correct or diagnose the problem let me know, It appears I'm not the only one with this issue. Thanks again

Last edited by lordoxide; August 26th, 2008 at 16:54..
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Old August 26th, 2008   #3027 (permalink)
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Originally Posted by NexXxus View Post
i know some games using rendertargets, behind gsdx's rendertarget, Kingdom Hearts for example.
But FFX doesn't use one as far i know

so why isn't it possible to render all this stuff directly on the frame or backbuffer instead of a texture?
Don't have a crystal ball to tell which game will not use more than one. But they usually do, just the two fields are rendered at a different address, and they always have to be blended in some way at the end. No deinterlacing would be possible without reusing rts as textures. In ffx there are motion blurs when casting magic (ultima), I'm sure that is done by copying the image offscreen and blending it back.

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Originally Posted by lordoxide View Post
I'm having a problem with your newest plugin and Kingdom Hearts 1, could u take a look at the screens in my support post and see if you can see what the problem might be? It would be greatly appreciated.
Interesting, looks a lot like this: GSdx. I can't repro, someone who can need to narrow it down to an svn update.

Last edited by gabest; August 26th, 2008 at 17:08.. Reason: Automerged Doublepost
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Old August 26th, 2008   #3028 (permalink)
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Gabest,

Thanks for the reply, I'm not sure you also saw the update. I was told by someone else having the problem to go back to GSdx 1.8, and this fixed my problem. So if you need anyone info from me at all let me know, I can reproduce the problem at will
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Old August 26th, 2008   #3029 (permalink)
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Interesting, looks a lot like this: GSdx. I can't repro, someone who can need to narrow it down to an svn update.
Looking at that post makes me remember that I've told you before about the same problem with Ar Tonelico.I've check some version now and the problem first appear on svn 788(on 784 is ok).I've try some 0.1.9 svn's but on every one of them the problem was still there

Edit:Here's my post...I'm talking about two problems but one of them is the same one
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Old August 26th, 2008   #3030 (permalink)
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I disagree. Especially at low internal resolutions it would be a huge difference. But even in 1280*1024 on my 17" TFT forcing AA is very noticeable for me.
well do you have some proof?
from the comparison pics i've seen, it isn't very noticeable.

raising the internal resolution gives way better results.
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Old August 26th, 2008   #3031 (permalink)
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Originally Posted by NexXxus View Post
it does not work with the nvidia panel alone.
you need a tool called nhancer for this, link to the tutorial is in my sig.

as i said, this method works only with DX9, not 10.
and DX9 is slow in vista, at least for me...
Yea DX9 is slow in Vista for me too
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Old August 26th, 2008   #3032 (permalink)
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Games that run faster with DX10:
Gran Turismo 4
Clock Tower 3

Games that run faster with DirectX 9 PS 3.0:
Final Fantasy X
Final Fantasy X-2
Final Fantasy XII
Dragon Quest 8
Kingdom Hearts
Kingdom Hearts II

(literally anything made by Square-Enix? )

Games that run faster with DirectX 9 PS 2.0:
Metal Gear Solid 2
Metal Gear Solid 3
Silent Hill 2
Silent Hill 3
Silent Hill 4

(literally everything made by Konami?)

I've only tried as many... maybe we should have a list.
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Old August 27th, 2008   #3033 (permalink)
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I greet all Particularly gabest great work man !
Now bug ..........
gabest have a look at screen, you will see strange bugs. It did not take a stand in version 1.8 plugins. Only in version 1.9. I have hope that will be helpful in next release

PCSX2: PCSX2 0.9.5 rev 390 X3 Windows XP SP3
Plugin Configuration: All CPU options enabled, GSDX 0.1.9 DX9.
Game: Final Fantasy 12
Attached Images
File Type: jpg 390X3pcsx2 2008-08-27 03-24-00-29.jpg (71.5 KB, 47 views)
File Type: jpg 390X3pcsx2 2008-08-27 03-24-03-12.jpg (69.1 KB, 55 views)
File Type: jpg 390X3pcsx2 2008-08-27 03-24-07-06.jpg (75.1 KB, 35 views)
File Type: jpg 390X3pcsx2 2008-08-27 03-25-03-07.jpg (88.0 KB, 45 views)
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Old August 27th, 2008   #3034 (permalink)
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Quote:
Originally Posted by gabest View Post
Nothing is rendered directly onto the backbuffer because there may be more render targets the game want to use, and they may be reused as a texture. (btw, it would be more precise to call them textures created with the render target flag, there are multisampled render targets in dx9 too, just not textures so they are useless)
About 2 months ago I had a conversation with psxauthor on the pcsx2 irc channel and if I recall correctly he said he figured out how to implement AA in his psx emulator for ps2 emulation. I asked him if it could be implemented in gsdx and he said he would be willing to donate his code to you for implementing it if you so desired.

(for all new members who don't know psxauthor is working on ps2 emulation for his emulator)
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Old August 27th, 2008   #3035 (permalink)
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Originally Posted by runawayprisoner View Post
Games that run faster with DX10:
Gran Turismo 4
Clock Tower 3

Games that run faster with DirectX 9 PS 3.0:
Final Fantasy X
Final Fantasy X-2
Final Fantasy XII
Dragon Quest 8
Kingdom Hearts
Kingdom Hearts II

(literally anything made by Square-Enix? )

Games that run faster with DirectX 9 PS 2.0:
Metal Gear Solid 2
Metal Gear Solid 3
Silent Hill 2
Silent Hill 3
Silent Hill 4

(literally everything made by Konami?)

I've only tried as many... maybe we should have a list.
I don't see how slow FFX series and Dragon Quest 8 are in DX10...
I tested both in DX10 and they run pretty fast.. at least 60fps+
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Old August 27th, 2008   #3036 (permalink)
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@Saddan Husein
thats because u have a CPU at 3.8Ghz

look at my q6600 in stock settings

They are all using Internall D3D 1920x1200 with texture filtering in window mode
Attached Images
File Type: jpg DQ8 DX9 PS2.jpg (106.7 KB, 53 views)
File Type: jpg DQ8 DX9 PS3.jpg (105.0 KB, 45 views)
File Type: jpg DQ8 DX10.jpg (109.4 KB, 39 views)
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Old August 27th, 2008   #3037 (permalink)
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Uploaded a new cdvd plugin to the svn.
Any idea when we'll get to see the release of the new cdvd plugin?
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Old August 27th, 2008   #3038 (permalink)
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Could you try adding support for Pixel Shader 2.0b as well as plain Pixel Shader 2.0? It looks like it should be just a matter of adding a few lines to GSDevice9::CompileShader in GSDevice9.cpp (setting the target to "ps_2_0_b")

I'm just curious to see whether it's a win or indeed whether it makes any difference at all (the HLSL might compile to exactly the same machine instructions on 2.0b as on 2.0) ATI provides a program called "GPU Shader Analyzer" that can take a HLSL shader and tell you what machine instructions it compiles to under each profile. I dunno if nVidia has something similar, but in any case 2.0b is only relevant to ATI cards (it's the profile corresponding to the shader caps of the X700 and X800 cards).
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Old August 27th, 2008   #3039 (permalink)
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Originally Posted by sajmon83 View Post
I greet all Particularly gabest great work man !
Now bug ..........
gabest have a look at screen, you will see strange bugs. It did not take a stand in version 1.8 plugins. Only in version 1.9. I have hope that will be helpful in next release

PCSX2: PCSX2 0.9.5 rev 390 X3 Windows XP SP3
Plugin Configuration: All CPU options enabled, GSDX 0.1.9 DX9.
Game: Final Fantasy 12
My last post is exactly about this problem and it's not only on one game...the game will be ok if you use 0.1.8
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Old August 27th, 2008   #3040 (permalink)
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Originally Posted by AWJ View Post
Could you try adding support for Pixel Shader 2.0b as well as plain Pixel Shader 2.0? It looks like it should be just a matter of adding a few lines to GSDevice9::CompileShader in GSDevice9.cpp (setting the target to "ps_2_0_b")

I'm just curious to see whether it's a win or indeed whether it makes any difference at all (the HLSL might compile to exactly the same machine instructions on 2.0b as on 2.0) ATI provides a program called "GPU Shader Analyzer" that can take a HLSL shader and tell you what machine instructions it compiles to under each profile. I dunno if nVidia has something similar, but in any case 2.0b is only relevant to ATI cards (it's the profile corresponding to the shader caps of the X700 and X800 cards).
Can't see any difference. You can try it yourself, there is a command line front-end to the shader compiler in the sdk, fxc.exe /Tps_2_b /Eps_main tfx9.fx.

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Originally Posted by CheatMaster View Post
My last post is exactly about this problem and it's not only on one game...the game will be ok if you use 0.1.8
Could everyone who has this problem post his specs again? (OS, cpu, gfx, driver version, gsdx sse version)

Last edited by gabest; August 27th, 2008 at 07:00.. Reason: Automerged Doublepost
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