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#3021 (permalink) | |
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Emu Addict
![]() ![]() Join Date: Jan 2004
Location: Germany
Posts: 175
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Quote:
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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#3022 (permalink) | |
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Banned
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Location: Lost.
Posts: 1,767
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#3023 (permalink) | |
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it'se miku!
![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jan 2006
Location: Cologne, Germany
Posts: 3,604
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Quote:
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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#3024 (permalink) |
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Emu author
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Apr 2004
Location: at the end of the wire
Posts: 519
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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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#3025 (permalink) |
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it'se miku!
![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jan 2006
Location: Cologne, Germany
Posts: 3,604
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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?
__________________
My System: C2D E6700 @3.4ghz | Asus P5W DH Deluxe | 4GB DDR2 800 | eVGA Geforce GTX 260 55nm SC-Edition
Tutorial: Hardware Antialiasing in PCSX2 (DX9 only) |
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#3026 (permalink) |
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Registered User
Join Date: Aug 2008
Location: cleveland, OH
Posts: 6
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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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#3027 (permalink) | ||
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Emu author
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Apr 2004
Location: at the end of the wire
Posts: 519
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Quote:
Quote:
Last edited by gabest; August 26th, 2008 at 17:08.. Reason: Automerged Doublepost |
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#3028 (permalink) |
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Registered User
Join Date: Aug 2008
Location: cleveland, OH
Posts: 6
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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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#3029 (permalink) | |
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Registered User
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Location: Bulgaria
Posts: 1,543
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Quote:
Edit:Here's my post...I'm talking about two problems but one of them is the same one |
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#3030 (permalink) | ||
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You're already dead...
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Sep 2007
Location: Post-Apocalyptic Earth
Posts: 3,901
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Quote:
from the comparison pics i've seen, it isn't very noticeable. raising the internal resolution gives way better results.
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check out my blog ![]() |
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#3032 (permalink) |
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Mobile Fanatic
![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Nov 2006
Location: Santa Cruz, CA
Posts: 6,205
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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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cChip interpreter WIP - current status: Release Candidate LRx Filter RC - current performance rating: 9/10 |
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#3033 (permalink) |
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Registered User
Join Date: Jan 2008
Location: Poland
Posts: 6
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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 |
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#3034 (permalink) | ||
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Heroes Might& Magic Champ
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Location: Beating Gladiator@ over the head with my Retail box of Heroes of Might and Magic 1,2,3,4 & 5
Posts: 4,412
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Quote:
(for all new members who don't know psxauthor is working on ps2 emulation for his emulator)
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#3035 (permalink) | |
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Banned
![]() ![]() ![]() ![]() ![]() ![]() Join Date: Mar 2007
Location: Brazil/Pindamonhangaba
Posts: 2,818
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Quote:
I tested both in DX10 and they run pretty fast.. at least 60fps+ |
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#3036 (permalink) |
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Registered User
Join Date: Apr 2008
Location: México
Posts: 10
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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
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________________________________________ CPU: Q6600 @Stock MOBO: D975XBX2 RAM: Patriot Viper 4 x 2GB DDR2 6400 4-4-4-12 GPU: ATI Radeon HD3870 @Stock OS: Windows Vista x64 SP1 |
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#3037 (permalink) |
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ItsNotMe
![]() ![]() Join Date: Apr 2001
Location: Singapore
Posts: 164
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Any idea when we'll get to see the release of the new cdvd plugin?
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PC Specs CPU : Intel Core 2 Quad Q9450 @ 2.66 GHz | MB : Gigabyte GA-P35T-DQ6 | GFX : Gigabyte NVIDIA GeForce 9600GT 512MB Sound : Creative X-Fi XtremeGamer Fatal1ty Pro | RAM : Kingston 4 GB DDR3-1333 | OS : Windows Vista Home Premium SP2 64-bit |
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#3038 (permalink) |
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Registered User
Join Date: Aug 2008
Location: Canada
Posts: 13
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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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#3039 (permalink) | |
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Registered User
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Location: Bulgaria
Posts: 1,543
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#3040 (permalink) | ||
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Emu author
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Apr 2004
Location: at the end of the wire
Posts: 519
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Quote:
Quote:
Last edited by gabest; August 27th, 2008 at 07:00.. Reason: Automerged Doublepost |
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