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#3161 (permalink) |
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Vanned
![]() ![]() ![]() ![]() ![]() Join Date: Jul 2005
Location: dot hu
Posts: 1,327
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Larrabee is Intels new gpgpu, for competing with the radeon/geforce, both on the user AND the high performance market. It will be quite different from current gpus in programmability, which may or may not make it more advantageous for gsdx.
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#3162 (permalink) |
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Registered User
![]() Join Date: Aug 2005
Location: GMT +1.00h
Posts: 76
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Hi Gabest, nothing important, just a quick hint. i noticed you made a little optimization in GSRasterizer:: Draw : http://guliverkli.svn.sourceforge.ne...51&pathrev=852 wouldn't it be faster doing something like: Code:
139 for(int i = 0; i < count; i += 2)
140 {
141 GSVector4 q = 1/vertices[i + 1].t.zzzz();
142
143 vertices[i + 0].t *= q;
144 vertices[i + 1].t *= q;
145 }
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#3163 (permalink) |
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Emu author
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Apr 2004
Location: at the end of the wire
Posts: 519
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Would be, but the lost precision hurts a few games (the cost of vertex manipulation is negligible compared to per pixel processing later, "vertex shader" vs "pixel shader"). There were a lot of similar cases in pcsx2's recompiler too, where doing a normal div instead of *1/x fixed many things. Sometimes they use so insane values for s,t,q that even overflows/underflows are a problem, for example sfex3 sets them to 1e38 for the dirt effect sprites and expects them to be 1.0 after division, but because I premultiply s,t with the texture size it overflows, and inf/1e38 will still be inf there.
Last edited by gabest; September 5th, 2008 at 14:11.. |
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#3164 (permalink) |
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Registered User
Join Date: Jun 2008
Location: oz
Posts: 15
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Virtua Fighter 4 evo
Hi I am running the latest pcsx2 390 svn and latest GSDX 852 svn, running in DX 10 hardware ssse3, tried DX 9 no different I get a visual bug in Virtua Fighter 4 Evo jpn version, where the bottom half of the screen is dark and shows when fighting only, some levels have missing textures in the dark spot too. The snap.rar has the gs files in it Last edited by diablosv; September 5th, 2008 at 14:09.. |
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#3165 (permalink) | |
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Registered User
![]() Join Date: Aug 2005
Location: GMT +1.00h
Posts: 76
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Quote:
Anyway I guess that piece of code is simd-optimized by a properly configured compiler, isn't it? |
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#3166 (permalink) |
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Registered User
Join Date: Nov 2006
Location: Argentina
Posts: 41
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OMG! OMG! OMG!! Gabest!! You fix'd it!!! You fixed Sparking Neo/BT2!!! Look here! I'm still in shock... wake me up, this is a dream, right? Now all the characters are fully 3D!! Maybe just a little dark but because of the plugin configuration from me (I took away the mark on Alpha Correction (FBA) to test it because with it on characters were way dark). ![]() ![]() ![]() ![]() A thousand times thank you!!! No, a million times!!
__________________
My pc: AMD Athlon X2 5600+ 2.93 Ghz MSI K9N6SGM-V motherboard XFX 8800GS 384MB PCI-e 2x1GB DDR2 800MHZ Kingston HITACHI 500GB SATA-2 Windows XP SP3 |
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#3167 (permalink) | |
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Registered User
Join Date: Jul 2008
Location: thai
Posts: 11
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Quote:
and i know because background is 3D ![]() but i dont know how can i remove border from 3d background can anyone advice? i try to use all new version but still problem thx for all answer Last edited by retsuseiba; September 5th, 2008 at 18:38.. |
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#3168 (permalink) |
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emu manic
![]() ![]() Join Date: Dec 2007
Location: brazil
Posts: 161
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gabest, the changes you've made on svn 850, inside of GSState.cpp broke King Kong entirely. now there's only a big gray screen, on both ubisoft and universal logo-videos, start menu, and we cant see anything even if we press start. everything was normal until svn 849. i attached a dump. |
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#3169 (permalink) |
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Registered User
Join Date: Nov 2006
Location: Argentina
Posts: 41
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I just wanted to say again a big Thank you gabest , and that the config for the plugin to play Sparking Neo!/BT2 is to disable the Texture filtering option. The rest leave it just fine as it is. nLoop Hack in grey, and enable Alpha Correction (FBA) to keep the energy bar load working.
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My pc: AMD Athlon X2 5600+ 2.93 Ghz MSI K9N6SGM-V motherboard XFX 8800GS 384MB PCI-e 2x1GB DDR2 800MHZ Kingston HITACHI 500GB SATA-2 Windows XP SP3 |
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#3170 (permalink) |
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Registered User
![]() ![]() ![]() ![]() Join Date: Jan 2008
Location: Melbourne, Australia
Posts: 559
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Just reporting that Gran Turismo 4 now gets upto races before crashing again (in the last few svn releases there was really bad texture issues on cars and the game would freeze before a race would even start). However that crashing bug as I just mentioned is still there, which wasn`t there back two official gsdx releases ago (0.1.9 was it?).
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Old habits die hard - System Shock PC Specs: 2.4 ghz Quad Core, 3gb ram, nvidia 8800GTS 640mb gfx card. |
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#3172 (permalink) |
![]() ![]() ![]() Join Date: Nov 2006
Location: nowhere
Posts: 417
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Gabest, can you add this {0x652050D2, Tekken5, Unknown, false}, to GSCrc.cpp please)) this is my version of Tekken 5
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#3173 (permalink) |
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Vanned
![]() ![]() ![]() ![]() ![]() Join Date: Jul 2005
Location: dot hu
Posts: 1,327
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svn 852 breaks the textures in Gradius 5, it only shows single color squares. Not sure if it happens in earlier svn, the game worked good in the latest normal release (0.1.9 svn 846). however, deinterlacing is actually useful in 852 and 851, at least in Disgaea 2 (the only fault is that "flashing" sprites show as transparent, ex when you rearrange something in any list, one of the two hand pointers should flash, instead it is transparent). |
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#3174 (permalink) | |
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Great sage, Heavens equal
Join Date: Feb 2008
Location: Nightmare zone
Posts: 14
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Quote:
Cheers.
__________________
In defeat, malice. In victory, revenge. Specs E8400 @ 3.6ghz, Radeon 4850, 4gb 800mhz OCZ gold, SB X-FI, XP pro x32 |
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#3175 (permalink) | |
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Mobile Fanatic
![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Nov 2006
Location: Santa Cruz, CA
Posts: 6,205
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Quote:
Reason: ATI drivers offload something onto the CPU, so by using a HD4800 series card for PCSX2, you stress the CPU much more than it would normally with a GeForce card.
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cChip interpreter WIP - current status: Release Candidate LRx Filter RC - current performance rating: 9/10 |
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#3178 (permalink) | |
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emu manic
![]() ![]() Join Date: Dec 2007
Location: brazil
Posts: 161
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Quote:
Prolly it's the GSState.cpp change he made on svn 850. |
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#3180 (permalink) | |
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emulation. emu... what???
![]() ![]() ![]() Join Date: Aug 2006
Location: Germany
Posts: 463
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Quote:
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