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Old August 27th, 2008   #3061 (permalink)
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No, I'll be testing different drivers. Has anyone had this problem on vista?
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Old August 27th, 2008   #3062 (permalink)
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this evening i can check all this games with sse2 to 4
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Old August 27th, 2008   #3063 (permalink)
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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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Old August 27th, 2008   #3064 (permalink)
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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.
On older version of GSdx is ok and there's no difference when I use Pixel Shader 2 or Pixel Shader 3 and this happens only on some games...I've tried 10 games and only KH1/2 FFX and Ar Tonelico have that problem
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Old August 27th, 2008   #3065 (permalink)
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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+
For FFX, try setting your internal resolution to 4096 x 3328 in DX10, then compare that to DX9 PS 3.0 and DX9 PS 2.0.

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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Last edited by runawayprisoner; August 27th, 2008 at 20:57.
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Old August 27th, 2008   #3066 (permalink)
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For FFX, try setting your internal resolution to 4096 x 3328 in DX10, then compare that to DX9 PS 3.0 and DX9 PS 2.0.

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?
I still can't see how slower DX10 is......... I'm not running in Native res..... I'm using the default 1024x1024.. I don't need higher res than that, since I use a 15" CRT Monitor.

And yea, DX10 is way much better than DX9.
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Old August 27th, 2008   #3067 (permalink)
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Have you tried 4096 x 3328?
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Old August 27th, 2008   #3068 (permalink)
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Have you tried 4096 x 3328?
LoL.. Why should I raise to 4096x3328 ?? There's no reason.
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Old August 27th, 2008   #3069 (permalink)
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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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Old August 27th, 2008   #3070 (permalink)
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You'll see why DX10 is slower than DX9 then. Or just raise to 2048 x 1792.
I got the point
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Old August 27th, 2008   #3071 (permalink)
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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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Old August 27th, 2008   #3072 (permalink)
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While there was no difference between 2.0 and 2.0b, I just gave a try to 2.0a and it compiled to fewer instructions to my biggest suprise. Now, the question is what supports 2.0a
PS2.0a is GeForce FX cards, though all cards that support PS3.0 should also support 2.0a (and 2.0b for that matter)

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).

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Not all games render the two fields, for example ffx does nothing every second frame, if you switch to weave you will see no sawtooth effect because the even/odd fields of the same image are merged. There are even games that render two full height images and tell the output merger to combine them into one interlaced, throwing out half of the information, that's probably to preserve the thickness of the lines, as one of the gs manuals suggests.
I'm pretty sure that's not the case with this game--all the art is drawn for 640x448 resolution, and I doubt the developers would have created all that high-resolution art only for the GS to throw half the pixels away! Also, on ZeroGS there is sawtoothing clearly visible on horizontally moving objects in this game.

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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Old August 27th, 2008   #3073 (permalink)
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Originally Posted by gabest View Post
As I see everyone who respondend so far had sse2 and nvidia 8xxx. I've got a 8600gt too, so that can't be really, unless it is a driver issue. Could be the sse2 code path then. Edit: KH1 is perfectly fine with dx9 ps 2.0 or 3.0, native or upscaled, I've got really no idea. Going to try a new driver.
But I tested on newest ForceWare 177.92 beta and 175.16 WHQL (problem takes a stand in both) So, it not drivers ... Is looks like SSE2 code ...

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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Old August 27th, 2008   #3074 (permalink)
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But I tested on newest ForceWare 177.92 beta and 175.16 WHQL (problem takes a stand in both) So, it not drivers ... Is looks like SSE2 code ...

PS: I tested on Pixel Shader 2.0 and 3.0 result the same ...
Okay... now that you mentioned SSE2. Yeap... it's definitely something with SSE2.

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.
Attached Images
File Type: jpg KH.jpg (60.1 KB, 412 views)
File Type: jpg KHSSE3.jpg (58.4 KB, 402 views)
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Old August 27th, 2008   #3075 (permalink)
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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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Old August 28th, 2008   #3076 (permalink)
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I can confirm the vertical strip bug. It only happens with 0.1.9 SSE2.

SSSE3 and SSE4 are not affected.
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Old August 28th, 2008   #3077 (permalink)
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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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Old August 28th, 2008   #3078 (permalink)
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Originally Posted by AWJ View Post
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?
No, they are independed of the settings, there is just one little difference, with d3d render targets and depth buffers aren't saved into the state, it is better to create the .gs in software mode to contain everything.
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Old August 28th, 2008   #3079 (permalink)
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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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File Type: 7z gsdx_20080828013018.7z (1.22 MB, 13 views)
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Old August 28th, 2008   #3080 (permalink)
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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.
Attached Images
File Type: jpg interlace_none.jpg (88.2 KB, 54 views)
File Type: jpg interlace_weave.jpg (91.3 KB, 52 views)
File Type: jpg interlace_blend.jpg (86.8 KB, 51 views)

Last edited by gabest; August 28th, 2008 at 08:46.
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