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Old August 28th, 2008   #3081 (permalink)
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Mr. gabest
Why the DRAGON QUEST VIII Japanese version has the wireframe on the texture and the English version hasn't?
PS: The GS Dump in software mode.
Oh did you see this?
GSdx
can be fix right?
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File Type: jpg gsdx_20080828153619.JPG (43.4 KB, 121 views)
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File Type: rar gsdx_20080828153619.rar (3.61 MB, 41 views)
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Old August 28th, 2008   #3082 (permalink)
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Quote:
Originally Posted by gabest View Post
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.
That's really strange. Here are screenshots showing what it looks like for me, using the software renderer--hardware with native checked looks identical. Could it be an SSE2 bug? (I'm using the SSE2 build since I have an AMD CPU) Or possibly video hardware dependent? (do you use shaders to do the deinterlacing?)

Another weird thing is that based on your screenshots "bff" is correct for this game, but for me only "tff" looks correct with bob ("bff" bobs up and down like crazy, exactly like a video that has its top and bottom fields swapped), and with weave or blend "tff" and "bff" look identical except for being shifted one pixel up or down respectively.
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File Type: jpg weave.JPG (169.8 KB, 81 views)
File Type: jpg blend.JPG (155.6 KB, 91 views)

Last edited by AWJ; August 28th, 2008 at 09:22.
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Old August 28th, 2008   #3083 (permalink)
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Originally Posted by AWJ View Post
Another weird thing is that based on your screenshots "bff" is correct for this game, but for me only "tff" looks correct with bob ("bff" bobs up and down like crazy, exactly like a video that has its top and bottom fields swapped), and with weave or blend "tff" and "bff" look identical except for being shifted one pixel up or down respectively.
Try with texture filtering for that
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Old August 28th, 2008   #3084 (permalink)
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Originally Posted by CheatMaster View Post
Try with texture filtering for that
Texture filtering enabled or disabled makes no difference. All the deinterlacing modes appear to be royally screwed up on my (CPU? GPU?).
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Old August 28th, 2008   #3085 (permalink)
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Got it, it was dx9 and I only tested dx10, interlace9.fx addressed the wrong component of a constant register.
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Old August 28th, 2008   #3086 (permalink)
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Gabest, I'm glad to report that vertical green stripes in LOTR2 are gone now in rev 350, yet the graphics are still very messy in this game. oh and COD2:Big Red One 's menus are *slightly* better now. They are perfect in software mode though.
Thanks for this great plugin
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Old August 28th, 2008   #3087 (permalink)
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Quote:
Originally Posted by tich View Post
Gabest, I'm glad to report that vertical green stripes in LOTR2 are gone now in rev 350, yet the graphics are still very messy in this game. oh and COD2:Big Red One 's menus are *slightly* better now. They are perfect in software mode though.
Thanks for this great plugin
For LOTR,try disabling vu0 that should fix it up (and kill the speed)
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Old August 28th, 2008   #3088 (permalink)
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Thx bositman it fixed the camera view, but still the graphics are horrible.
Here is a screenshot of how it looks without the VU0 Recs
P.S : characters are perfect even when VU0Rec is enbled so it only fixes the camera view while in-battle.
EDIT: When i talked about green stripes before, i meant the ones that would cover all the screen and prevent you from seeing anything. The green stripes here are not so annoying actually
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File Type: jpg gsdx_20080828213239.JPG (31.6 KB, 62 views)
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Old August 28th, 2008   #3089 (permalink)
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In the latest GSDX, I get a new graphical error in Kingdom Hearts: Final Mix. I think it's also causing some slow down (I usually run just fine at 60 fps).

You can see the bug with the art on the walls. It glitches when you're moving, showing some parts but then hiding other parts. This does not only occur here, it occurs in the clouds, and some other misc places. I have the same problem in Kingdom Hearts 2: Final Mix.

Note: I had to compress the screenshot into a jpg and upload it to imageshack, because the combined archive was too large. Using Directx9, pixel shader 3.0, nloop fix bold checked, internal res is of the image, texture filtering bold checked.

http://img222.imageshack.us/img222/3126/buggi2.jpg (3360x2100 pixels)
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File Type: 7z gsdx_20080828171335_gs.7z (1.89 MB, 20 views)

Last edited by Crevox; August 28th, 2008 at 23:49.
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Old August 28th, 2008   #3090 (permalink)
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wow thats a big pic.

maybe you should shrink it, or just post the link to the image.
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Old August 28th, 2008   #3091 (permalink)
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Originally Posted by cottonvibes View Post
wow thats a big pic.

maybe you should shrink it, or just post the link to the image.
Wanted to, but imageshack is like "DO NOT DIRECT LINK". Oh well, I will.

EDIT: And fixed. I wanted to retain the image as much as I could for debugging purposes (even though I did compress it a bit), so I didn't want to shrink it.

Last edited by Crevox; August 28th, 2008 at 23:48.
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Old August 29th, 2008   #3092 (permalink)
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Quote:
Originally Posted by Crevox View Post
You can see the bug with the art on the walls. It glitches when you're moving, showing some parts but then hiding other parts.
check logarithmic Z, this should fix it.
otherwise use DX10 if you can.
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Old August 29th, 2008   #3093 (permalink)
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check logarithmic Z, this should fix it.
otherwise use DX10 if you can.
It did, thank you, and sorry for the false report.
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Old August 29th, 2008   #3094 (permalink)
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Ok my turn to report a bug. Though I`ve been seeing this one since my first time ever testing pcsx2 (least 2 years ago) so this may or not be a graphics bug. But if it is a pcsx2 bug my apologies.

Anyways. Baldurs Gate: Dark Alliance 1 & 2 both suffer from only the first half of the screen displaying as seen here in the screenshots attached to this post.

The game freezes at both the first intro movie (pcsx2 issue I assume) and main menu screen, so its not a major issue in either case, but just thought I`d alert you to the bug.
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Old August 29th, 2008   #3095 (permalink)
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I try to compile rev 851 use "Release SSE2" (sse.h) and i get these error

1>f:\gsdx\trunk\gsdx\gsdx\sse.h(48) : error C3861: '_mm_castsi128_ps': identifier not found
1>f:\gsdx\trunk\gsdx\gsdx\sse.h(49) : error C3861: '_mm_castsi128_ps': identifier not found
1>f:\gsdx\trunk\gsdx\gsdx\sse.h(50) : error C3861: '_mm_castsi128_ps': identifier not found
1>f:\gsdx\trunk\gsdx\gsdx\sse.h(51) : error C3861: '_mm_castsi128_ps': identifier not found
1>f:\gsdx\trunk\gsdx\gsdx\sse.h(52) : error C3861: '_mm_castsi128_ps': identifier not found

Code:
	const __m128 ps_3f800000 = _mm_castsi128_ps(_mm_set1_epi32(0x3f800000));
	const __m128 ps_4b000000 = _mm_castsi128_ps(_mm_set1_epi32(0x4b000000));
	const __m128 ps_7fffffff = _mm_castsi128_ps(_mm_set1_epi32(0x7fffffff));
	const __m128 ps_80000000 = _mm_castsi128_ps(_mm_set1_epi32(0x80000000));
	const __m128 ps_ffffffff = _mm_castsi128_ps(_mm_set1_epi32(0xffffffff));
i have no idea how to fix it
anyone help me please !!
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Old August 29th, 2008   #3096 (permalink)
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Those should be defined in emmintrin.h that comes with visual studio 2008, for earlier sse.h defines them itself. Do you have express perhaps?
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Old August 29th, 2008   #3097 (permalink)
 
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just wanted to say that with gsdx 0.1.9 the movies of FFX have green stripes.
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Old August 29th, 2008   #3098 (permalink)
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Hi there Gabest!

I think your plugin is the best PS2 plugin ever, and is the fastest ever also!
You work so hard to find the perfect way to answer your fans with more corrections to it, so it's getting better and better by the minute.

So, I've been using your plugin since ZeroGS has discontinued his own (I don't know exactly what happened there ), and I still don't know why this is happening, but the game DBZ BT2 doesn't work fine with yours.

If you see this pic, you can see that I'm using DX9 and there is this fight between Vegeta and Android 18 and Vegeta is fully covered with 3D graphics, white, but 3D graphics and Android 18 is in black.



Mostly all the characters in this game are in black.
And I was wondering why BT3 is working better than BT2 with your plugin if the graphic motor is the same.

I'm not complaining, it's just because I want so hard for this game to work and it's so weird it's not working fully. The fights are awesome, the speed is incredible almost as if the real PS2 is in my PC, so, yeah, I fully enjoy all of this.
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Old August 29th, 2008   #3099 (permalink)
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Is the CRC one of these?

278722BF
FE961D28
0393B6BE
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Old August 29th, 2008   #3100 (permalink)
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I just finished mgs3 subsistence pal with the official 1.9 in dx10 mode.(the latest svn works pretty much the same)
There are some problems tho..
There's a cutscene that uses some "other" effect so it freezes everything.It's stamped over the game,same goes with the "nightmare" mini game which can be "played" if you save the game in jail,restart the game and load.All of that works correctly in software emulation but not hardware.Water has glitches too and the game hangs randomly there (but save states can still be used,so i saved a lot of times to get past those areas with water)
I can't create gs dumps with hardware mode about the first two things because everything simply freezes,but i can of software mode if it's of any help...
Here are two screens in software mode just to get the idea what i'm talking about.

It's all nothing special,except for those small glitches (which don't ruin anything much) the game is playable and enjoyable (40-50fps).The cutscenes are the only slow thing that are about 20-30fps average.
Intel C2D e6750@3.5GHz,2gb ram,GF9600GT,Vista 64bit,running in dx10 mode...it's faster than dx9.
edit:of course there is a possibility that it's only me with the cutscene and nightmare thing,no one reported anything like it (if anyone played that far at all??)..just the glitchy water and a milion of the aligator/first guard bugs :P
(Memory card saving works too)

Last edited by Archer Mac; August 29th, 2008 at 19:19.
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