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Old June 3rd, 2008   #1861 (permalink)
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Originally Posted by NexXxus View Post
won't that cost more performance of CPU? or GPU?
it can be done using Pixel Shaders by the GPU.

from my testing, there's plenty of GPU power to spare with PCSX2 (at least with my 8800 gts )

and linear texture filtering doesn't decrease FPS at all, so 2xSaI shouldn't be too bad (theoretically)


here's some Shader Code that gabest might find useful.
http://www.si-gamer.net/gulikoza/src/2xSaI.fx

i haven't worked with shaders before, so i don't know much about how they work

hopefully its just a matter of telling the GPU to use the shader, and it won't be too difficult to add.
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Old June 3rd, 2008   #1862 (permalink)
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well based on 2xSai filtering being implemented in ePSXe, the 3d graphics looked a bit cartoonish, whereas in AF, which AFAIK is being used by gsdx currently to smooth out the textures looks good, so it would be nice if we have the option to set it higher like 8x-16xAF. its just a suggestion, no request here either
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Old June 3rd, 2008   #1863 (permalink)
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Quote:
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well based on 2xSai filtering being implemented in ePSXe, the 3d graphics looked a bit cartoonish, whereas in AF, which AFAIK is being used by gsdx currently to smooth out the textures looks good, so it would be nice if we have the option to set it higher like 8x-16xAF. its just a suggestion, no request here either

the only reason it looks cartoony in ePSXe, is because the textures used are VERY small, and they're being scaled to modern resolutions.

the PS2 has higher resolutions than the PS1, and thus they will work better with 2xSaI.

linear filtering (what GSdx is using now) provides an algorithm for filtering the textures, however it leaves the edges BLURY.
2xSaI and similar algorithms were developed to have sharp-clear edges, while still filtering the graphics.

read this if you need more info
Pixel art scaling algorithms - Wikipedia, the free encyclopedia

and btw I have tried x16 AF with GSdx, and it looks the same. In order to make the textures look better 2xSaI or another algorithm like Super Eagle will need to be used.
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Old June 3rd, 2008   #1864 (permalink)
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DWORD CRC::GodOfWar_2 = 0x2f123fd8; ive tried changing the crc like this but the green screen is still there and I think its not the RUSSIAN version since the language is in English, weird.
Nope, I have rus localization. SCUS_974.81, CRC = 2F123FD8 Just the same CRC, nothing strange.

And talking about filtration. What about hqnx family? Will be good for multiplication graphics

Last edited by Dragonheart.by; June 3rd, 2008 at 17:16.. Reason: Automerged Doublepost
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Old June 3rd, 2008   #1865 (permalink)
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Is there any problem with HQnX that u didn't mention it ?
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Old June 3rd, 2008   #1866 (permalink)
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Is there any problem with HQnX that u didn't mention it ?
well i thought there wasn't shaders code for it, but after some research i found some.

DOSBox

and here's the C++ equivalent
HiEnd3D


if the shaders code isn't used, then the filtering would be done with the CPU, and thus it will make the PCSX2 emulation slower since most people are CPU limited.
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Old June 3rd, 2008   #1867 (permalink)
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well i would more interested in detail textures or texture replacement function.
Project 64 already has this, and it use the new texture by searching for the crc of the original texture.
but we also need a function the extract the original textures then...

i mean this must be done with this method, otherwise ALL texture will have one detail effect and it looks awful and totally unrealistic.
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Old June 3rd, 2008   #1868 (permalink)
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well a new texture filtering function will make all games look better.

but a texture replacement function will only make games look better if someone edits the texture files for that specific game.


and i think the way N64 handles textures is by placing them all in a specific area of memory for graphics on the ROM.
whereas for PS2 games, the location of textures is different for every game.

So I think it would be MUCH harder to make a function that extracts all texture data from a PS2 game, then from an N64 ROM.


and the PS2 already uses some decent textures, if it used a good filtering algorithm like 2xSaI or HQnX, i think it has the potential to look amazing.
its not like its using SNES graphics which are 16x16 pixels big...
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Old June 4th, 2008   #1869 (permalink)
 
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Crash TwinSanity (NTSC) CRC=B318AA3C
Have strange bug in HW mode, this bug gone in SW mode))
Also if you want to really play this game use Spu2Ghz
There are the screens from pcsx2 svn 377 & Gsdx svn 772 (dx10)
1-st hardware
2-nd software
Also i didn't find any savefile for this game on GameFaq, so if anyone need it, you can get my memcard^_^
Attached Images
File Type: jpg 1.jpg (95.7 KB, 46 views)
File Type: jpg 2.jpg (57.3 KB, 36 views)
Attached Files
File Type: rar Mcd001.rar (46.2 KB, 6 views)
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Old June 4th, 2008   #1870 (permalink)
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Wow, game in russian, pretty rare, man^^
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Old June 4th, 2008   #1871 (permalink)
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this CRC = 2F123FD8 for God of War 2 as me and bositman have posted is in English so maybe the RUSSIAN version has this CRC too, so is the green screen gone with your GOW2 Dragonheart.by?

@cottonvibes: you said that the filtering being implemented in gsdx is "linear filtering" is it bilinear or trilinear? you mean its not AF?

HQnX would be awesome coz it's newer than 2xSai and Super Eagle, and it looks cleaner overall better.
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Old June 4th, 2008   #1872 (permalink)
 
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Wow, game in russian, pretty rare, man^^
Oh yea, BTW the save compatible with eng NTSC too
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Old June 4th, 2008   #1873 (permalink)
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Quote:
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@cottonvibes: you said that the filtering being implemented in gsdx is "linear filtering" is it bilinear or trilinear? you mean its not AF?

HQnX would be awesome coz it's newer than 2xSai and Super Eagle, and it looks cleaner overall better.
i believe its bilinear.
trilinear filtering just means it also applies the filtering with mipmaps.
i'm not even sure if GSdx uses mipmaps, so it probably won't do anything.

but i did set GSdx to use Anisotropic Filtering to see if it would do anything, and it looked pretty much the same.
i couldn't tell the difference.
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Old June 4th, 2008   #1874 (permalink)
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Canis Canem - Euro (PAL - SLES_535.61) version of Bully work too good in indoors, outdoors have problems haw in screen.

USA (NTSC) version work fine.

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Old June 4th, 2008   #1875 (permalink)
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Concerning the output filters:
I'm pretty sure hq3x would work wonders on games it was designed to enhance,
thats 2d games. It'll prolly look "interresting" on 3d though

It could be done relatively simple with an additional shaders interface, put at the end of
the procesing chain. I believe one user on this board did mod gsdx for that before
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Old June 4th, 2008   #1876 (permalink)
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[b]Canis Canem - Euro (PAL - SLES_535.61) version of Bully work too good in indoors, outdoors have problems haw in screen.
Tell me the CRC please.
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Old June 4th, 2008   #1877 (permalink)
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its C78A495D, i have the same version here.
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Old June 4th, 2008   #1878 (permalink)
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this CRC = 2F123FD8 for God of War 2 as me and bositman have posted is in English so maybe the RUSSIAN version has this CRC too, so is the green screen gone with your GOW2 Dragonheart.by?
Nope, the same f****n green screen
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Old June 4th, 2008   #1879 (permalink)
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is that so... oh well, it seems like the fix for GOW1 doesnt work for GOW2 afterall.

@rama2: "It could be done relatively simple with an additional shaders interface, put at the end of the procesing chain." that's interesting, HQ3x has been implemented by someone before, so what happened? Did it turned out fine? I might be able to try it myself and post some results here to help gabest
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Old June 4th, 2008   #1880 (permalink)
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I got CRC=44a8a22a-> Its the Pal-version (Multi6)

Same green screen here (newest builds 377/772)
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