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Old September 1st, 2008   #3121 (permalink)
 
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Quote:
Originally Posted by NexXxus View Post
0.1.9 final?
FFX movies are fine here with it.
look at my screenshot.
using gsdx 0.1.9.
And i have a HD2400 mobility
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File Type: jpg directx10_0.1.9gsdx.jpg (89.0 KB, 196 views)
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Old September 1st, 2008   #3122 (permalink)
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That's the sse2 bug that was fixed recently.
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Old September 1st, 2008   #3123 (permalink)
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Quote:
Originally Posted by AndreaB View Post
mmm but also zerogs has higher internal resolution? persona 3 looks very nice.
( i can't find this game, i owuld like to buy it )
Nope. GSDX would have higher internal resolution. It just depends on what you set as internal resolution. And either way, increasing that value is extremely expensive, so if you don't have a fast computer, it's not recommended.
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Old September 1st, 2008   #3124 (permalink)
emulation. emu... what???
 
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@gabest

hi,

i just came over from this thread

http://forums.ngemu.com/pcsx2-offici...ml#post1442081

i've some trouble with Metal Gear Solid 3 Snake Eater (very slow). Prafull thinks, the post processing isn't removed yet from this game and recommend to post the crc of the game in this thread...

CRC=d7ed797d


regards

Last edited by jusTiC3; September 2nd, 2008 at 07:52..
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Old September 1st, 2008   #3125 (permalink)
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Quote:
Originally Posted by AWJ View Post
Prior to commit 851, the deinterlacing modes (at least on DX9) weren't actually deinterlacing anything at all, they were just throwing away one of the two fields.

I wonder just how many of the "works on DX9 but not DX10" games were actually broken in both, rendering garbage in alternate fields (due to bugs either in GSDX or the core), and their brokenness was simply being masked by the broken deinterlacing in DX9...
Does this mean we can expect actually working deinterlacing in future versions? The current ones do pretty much jack (they either make the screen shaking worse, or stop the screen shaking but turning the graphics actually interlaced, or halve the framerate).
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Old September 2nd, 2008   #3126 (permalink)
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great work on the plugin Gabe, though i have a request: is there any chance that you will implement the window scaling 1:1? Right now you have to manually resize the thing to hit the native resolution of the game, though it's still unnacurate doing it yourself, any chance of this feature being added? Cheers~
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Old September 2nd, 2008   #3127 (permalink)
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that's what i'd like too. an option to either define a custom window size, or one that'll display the graphics in 1:1 size, regardless of what they are, resizing the window automatically as needed.

in the meantime, @genius: try using this program.
Tarma Installer, Tarma ExpertInstall and Tarma QuickInstall

i tested it and it works wonders. you just have to remember to include the border size into the size settings. set it to resize other window class, then select the pcsx2 entry. for me it starts with "afx: 0c800000"
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Old September 2nd, 2008   #3128 (permalink)
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thanks Serio, i'll give it a shot, let's hope gabe will do something of the sort in the future
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Old September 2nd, 2008   #3129 (permalink)
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Quote:
Originally Posted by Serio View Post
that's what i'd like too. an option to either define a custom window size, or one that'll display the graphics in 1:1 size, regardless of what they are, resizing the window automatically as needed.
I'm rather fond of a DoubleSize (2:1) option myself. That's about what I run the game at normally -- 1280x896 fills my widescreen desktop area nicely, and the 2:1 scaling ensures that the bilinear filtering is nice and consistent across the whole image.

I figured the easiest way to do it is just add multiple Windowed options to the drop-down selector, same as there are multiple fullscreen options. Ala:

Windowed (1:1)
Windowed (1.5:1)
Windowed (2:1)

... along those lines.
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Old September 2nd, 2008   #3130 (permalink)
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Hey my first post, I have been wondering am I the only one who has this "error, or lines" in all my one piece games? this is from "Grand Adventure", any way to fix this, or i just have to wait for next release?



thanks in advance, and great job gabest.
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Old September 2nd, 2008   #3131 (permalink)
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gabest the best
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Old September 2nd, 2008   #3132 (permalink)
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Code:
#define hH  (Params1.w)
gsdx 0.1.10 svn 851 broke something using interlace modes after the change of this line...

the second interlace mode, Weave bff, doesnt work anymore for FFX2 videos. now, only Blend tff and Blend bff works, but with a very dark image.

First 2 screenshots below were taken from a "sunny day". After that scene, inside a stadium, you barely can see a thing. It's even more darker.

gsdx 0.1.10 svn 850 (and all previous version) doenst have the bug.
Attached Images
File Type: jpg gsdx_20080902070743.jpg (59.1 KB, 53 views)
File Type: jpg gsdx_20080902070835.jpg (44.8 KB, 37 views)
File Type: jpg gsdx_20080902194112.jpg (28.1 KB, 24 views)
File Type: jpg gsdx_20080902194347.jpg (19.8 KB, 20 views)
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Last edited by intellect; September 3rd, 2008 at 00:01..
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Old September 3rd, 2008   #3133 (permalink)
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Every second frame is black, same with dx10, I think it's something else. Until now you could only see the first frame because the merger was broken.
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Old September 3rd, 2008   #3134 (permalink)
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Maybe you can put an option to use the old interlace way, if is not fixable?

I know the old way it's buggy, but the problem is not only with FFX2 as you can see here.
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Old September 3rd, 2008   #3135 (permalink)
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That change did nothing more than to make it work exactly like the dx10 mode, which I always use and which is the reason I did not notice the problem with dx9 so far.

I'm not sure what flashing means for grandia extreme. If the second field is blank then it is possible that the display address cannot be matched to any render target.

Last edited by gabest; September 3rd, 2008 at 01:07..
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Old September 3rd, 2008   #3136 (permalink)
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eh gabest dawn of mana crash gsdx randomly
Edit:no sorry he's not gsdx the problem

Last edited by tedou21; September 3rd, 2008 at 01:19..
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Old September 3rd, 2008   #3137 (permalink)
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For those who want the gsdx window equal to internal resolution, just change this code in GSWnd.cpp:

Code:
	if(!GetSystemMetrics(SM_REMOTESESSION))
	{
		s.cx = AfxGetApp()->GetProfileInt(_T("Settings"), _T("resx"), s.cx); //intell
		s.cy = AfxGetApp()->GetProfileInt(_T("Settings"), _T("resy"), s.cy);

		if( s.cx > r.Width() ) s.cx = r.Width();
		if( s.cy > r.Height() ) s.cy  = r.Height();
	}
Took me some time to figure it out, I dont know C or C++

EDIT:
If you own a widescreen monitor, this code do a window better for you than the original one:

Code:
	CSize s(r.Width() / 2.5, r.Width() / 4);

	if(!GetSystemMetrics(SM_REMOTESESSION))
	{
		s.cx *= 2.22;
		s.cy *= 2.22;
	}
It creates a larger window, in widescreen aspect ratio (gsdx original window is 4:3)
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Last edited by intellect; September 3rd, 2008 at 07:41..
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Old September 3rd, 2008   #3138 (permalink)
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whats happening with SSE3??

i only saw SSE2 SSSE3 and SSE4.. :S

i have a atlon 5000+ dual and it support SSE2 and SSE3 but dont support SSSE3... :S! help me pls..!

thx! !
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Old September 3rd, 2008   #3139 (permalink)
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thing with SSE3 is there's not many helpful instructions that can be used, gabest has said this plenty times nothing he can use for GSDX development, SSSE3 only 1 instruction, which is barely ever used in any games anyway :o
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Old September 3rd, 2008   #3140 (permalink)
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Gabest, just a question, you are only doing progress in GSDX for Direct 10?
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