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#3061 (permalink) |
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Emu author
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Location: at the end of the wire
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No, I'll be testing different drivers. Has anyone had this problem on vista?
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#3063 (permalink) |
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Emu author
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Never, KH always looked perfect. I've been trough countless GSDX versions and also used 3 different kinds of (nvidia) gpu's. CheatMasters problem is the first time i see this >< Btw, it kinda looks like broken shaders on his vga.. dunno. |
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#3064 (permalink) | |
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Registered User
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#3065 (permalink) | |
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Mobile Fanatic
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Location: Santa Cruz, CA
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Quote:
For Dragon Quest 8, try setting Internal Resolution to 1024 x 896, or 2048 x 1792 if you think your machine can handle it. You have to seriously bog down your graphics card to see how the game runs in a bottlenecking situation, or in other words, a situation where your system is running at its maximum capacity. When you run them at native resolutions or so, your system has so much headroom that the difference between those modes won't be apparent at all. By the way, I do run my games at much higher resolutions, simply because... it's pointless having PCSX2 to run games at lower res. I'd rather do that on my PS2. ![]() P.S.: And by the way, DX10 emulates most games with less graphics glitches than DX9. I guess that's the main point. Isn't that right, Gabest?
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cChip interpreter WIP - current status: Release Candidate LRx Filter RC - current performance rating: 9/10 Last edited by runawayprisoner; August 27th, 2008 at 20:57.. |
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#3066 (permalink) | |
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Banned
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Quote:
And yea, DX10 is way much better than DX9. |
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#3069 (permalink) |
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Mobile Fanatic
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You'll see why DX10 is slower than DX9 then. Or just raise to 2048 x 1792.
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cChip interpreter WIP - current status: Release Candidate LRx Filter RC - current performance rating: 9/10 |
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#3071 (permalink) |
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Mobile Fanatic
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Hehe, well, basically, the difference will be apparent as soon as one or two components in your machine bogs things down. I want to raise the internal resolution higher because I want the GPU to be the bottleneck, since that is mostly the case with PCSX2 users.
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cChip interpreter WIP - current status: Release Candidate LRx Filter RC - current performance rating: 9/10 |
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#3072 (permalink) | ||
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Registered User
Join Date: Aug 2008
Location: Canada
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Quote:
If you compare the generated instructions, you'll see that the lower instruction count is due to 2.0a supporting arbitrary swizzling, e.g. it can do mul r0.xy, r0.x, c4.zwzw which has to be done in two instructions on 2.0/2.0b. Also, notice that the texture load instructions are arranged differently--on 2.0 (b) they're bunched up into "nodes", while on 2.0a they're grouped into pairs which are then spread out evenly among the arithmetic instructions. I doubt there are many people enjoying PCSX2 with GeForce FX cards, but I'm curious as to whether the games that run faster with PS2.0 than with PS3.0 on (some) PS3-capable cards will be even faster on those cards with 2.0a--you should add it and test it! Note that you have to use D3DXGetPixelShaderProfile to detect hardware support for 2.0a and 2.0b--PixelShaderVersion doesn't distinguish between the 2.0 variations. See: PixelShaderVersion For PS_2_B cards? - GameDev.Net Discussion Forums Alternately, you could just enable 2.0a for PS3.0-capable cards for now, since all cards that support PS3.0 will support PS2.0a (and PS2.0b). Quote:
I'll make some GS dumps for you to look at and see what the game is doing. Are GS dumps dependent on plugin settings in any way? i.e. do I have to create one GS dump for each combination of internal resolution and deinterlacing mode, or does the dump only contain what the core actually sends to the GS? |
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#3073 (permalink) | |
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Registered User
Join Date: Jan 2008
Location: Poland
Posts: 6
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PS: I tested on Pixel Shader 2.0 and 3.0 result the same ... PS2: Have a look at screen, drivers the same (ForceWare 177.92) Last edited by sajmon83; August 28th, 2008 at 00:10.. |
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#3074 (permalink) | |
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Mobile Fanatic
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Windows Server 2008 here, Gabest. ![]() ![]() It's not so noticeable when the game is insanely fast (like 250fps?), but it'll be visible as soon as the game runs at... like... 30fps. ![]() SSSE3 takes a good 50fps hit, but that problem is gone. Oh wait... 50fps? Time to do some benchmarks... ![]() Edit: Nope... only in the menu. In other places, SSSE3 or SSE4.1 is faster.
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cChip interpreter WIP - current status: Release Candidate LRx Filter RC - current performance rating: 9/10 Last edited by runawayprisoner; August 27th, 2008 at 23:08.. |
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#3075 (permalink) | |
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You're already dead...
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i think i've also noticed some graphic errors like that. my info is: sse2 gsdx, xp 32bit, 8800gts, 4400+ X2 AMD CPU i haven't done alot of tests, but i know i've seen that messed up graphic pattern in some games. if it will be helpful, i can do some more tests to see when it occurs.
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Quote:
check out my blog ![]() |
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#3077 (permalink) |
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Registered User
Join Date: Feb 2007
Location: Indiana
Posts: 21
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Just nabbed up the newest GSDX (1.9), and I seem to be having some issues making it go full screen. Was using 1.8 before this and never had any problems. Alt-Enter just gives me a ding through OS soundeffects now. Tried reading the posts after he uploaded the newest version and haven't seen anyone else mention this, so hopefully someone has some advice for me
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Intel Q6600 OC to 3.2ghz 2 gigabytes ddr2 800 ram nvidia 8800gts 320mb |
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#3078 (permalink) | |
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Emu author
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Quote:
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#3079 (permalink) |
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Registered User
Join Date: Aug 2008
Location: Canada
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Here's a GS file so you can work out what's going on with the interlacing. The texture upload in this scene (3840.0) is pretty typical for this game; it goes as high as 4096.0 when Nobue (the tallest girl in the game) is onscreen along with another girl. I guess that's pretty high--does the suspiciously round number 4096.0 mean that the core is uploading the maximum theoretically possible amount of data to the GS every single frame? |
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#3080 (permalink) |
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Emu author
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Thanks, I'll check it. There is no upper limit. Uploaded a few screenshots. The rendering resolution is halved (that is it isn't wasteful) and when weave combines them I get the full 640x448 image. Can't say anything about the sawtooth effect since there is nothing moving on two frames only. It may be that the two fields are identical, just shifted half pixel vertically. The textures it uploads are not too much but they are full 32 bit non-palettized, still I can get 280 fps at 70% cpu usage (30% is the .gs file read overhead) when replaying it. On the screenshots it is lower because printscreen takes some time to complete. --- That sse2 bug was found and fix0red, and the software renderer left gaps between triangles sometimes, that was corrected too. Last edited by gabest; August 28th, 2008 at 08:46.. |
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