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#2681 (permalink) | |
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Registered User
Join Date: Dec 2007
Location: UK
Posts: 40
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Quote:
You are right, thanks for sorting that out for me.
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Intel Q6600@ 3.5Ghz, Nvidia GeForce 8800 GTX OC, 2048MB Ballistix Tracer, Antec 900 Gamers Case, OCZ 850W PS, XP/Vista Dual Boot. |
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#2686 (permalink) |
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Registered User
Join Date: Dec 2006
Location: The OC.
Posts: 16
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Problems with Wipeout Fusion, PAL:
FPS displayed incorrectly, the game itself runs at what appears to be full speed, but the FPS shown is a lot lower Minor graphical glitches as shown in attachments. PCSX2 0.9.5 SVN 239 GSDX Windowed Direct3D9 Hardware Pixel Shader 3.0 Blend bff 4:3; 800x600 internal res NLOOP FBA |
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#2687 (permalink) |
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Lol FInalChaos Rules!
![]() ![]() Join Date: Nov 2007
Location: Canada
Posts: 235
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Does it fix the HP bar bug in KH 2?
EDIT: nope, still the same bug T_T Also, which should I select? Direct3D10 hardware of software?
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Ati Radeon HD 3870x2 Core 2 extreme QX9650 OCed at 3.8GHz (watercooled) 1.5TB HDD 6GB RAM |
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#2688 (permalink) |
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Registered User
![]() Join Date: Jul 2006
Location: NY
Posts: 74
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well some slight speed up using v1.0 in 3D.
But I still use version v11.0 for pure 2D games which you see a big speed up of around 17%. (from 86% to 103%) Yes I know that the ps2 does not have may 2d games but still.
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#2690 (permalink) |
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Registered User
Join Date: Jul 2006
Location: Russia
Posts: 43
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Got the new combined plugin (GSdx 0.1.0) - awesome job! Thanks a lot for this release!
Re-tested FFX (SLUS-20312) with GSdx 0.1.0 - it's definitely faster than the last official build (v0.11.4), same minor issues are present (stripes on the landscape after entering and exiting the character menu), the game runs fast (mostly 45-60 fps, sometimes goes down to ~38-40fps when many characters are on screen) and stable. Didn't experience any crashes. (Test system is the same - Intel C2D E4500 @ 2,2Ghz, 2048MB RAM, GeForce 8600GT 512MB; tested on PCSX2 v0.9.4 with all optimizations on, GSDX parameters - NLOOP on, Logarithmic Z on, Alpha Correction on, Texture Filtering on, Direct3D9 renderer, Native D3D res., windowed mode and full-screen 1024x768). - Agetian |
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#2691 (permalink) | |
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Registered User
![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jan 2006
Location: Cologne, Germany
Posts: 3,120
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Quote:
Software: - much slower than hardware - it fix a lot of texture issues - fonts are much sharper and better visable - some effects and stuff are missing or gets wrong displayed
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My System: C2D E6700 @2.67GHz | Asus P5W DH Deluxe | 4GB DDR2 800 | GeForce 8800GT Extreme My FFXII GSdx Highres Screenshot Gallery (link fixed!) | mixed pcsx2 screenshots If you search for pcsx2 betas, look here (but no support in the forums for it!) Visit my blog (german only) PCSX2 howto included but still under construction.
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#2692 (permalink) |
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AI
![]() ![]() ![]() Join Date: Aug 2007
Location: System Server
Posts: 325
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GSDRvZPII
Apparently since a couple of revisions ago for the DX9 version (probably related to one of the game-specific fixes), GSDRvZPII started to have 2D bitmaps showing as solid black in certain menus such as the after-intro "Press START" menu and the "Loading..." game screens. On these screens are other visible text and small graphics.
All prior version of GSdx for DX9 do not have this problem nor does the new DX10 one. Attached are the screenshots for comparison.
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Inspiron 1520 - Intel Core2 Duo T7500 2.2GHz - 2.0GB DDR2 RAM - Nvidia GeForce 8600M GT 256MB DDR2 600/485 Contribute to and review game troubleshooting Knowledge Base articles at the PCSX2 Game Troubleshooting Guide and PCSX2 Game Statistics Index. |
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#2693 (permalink) |
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Emu author
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Apr 2004
Location: at the end of the wire
Posts: 404
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Log Z option on/off?
Not sure if that effect is looking correct, it does many strange drawing to create that outline. Last edited by gabest; December 24th, 2007 at 07:23. Reason: Automerged Doublepost |
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#2694 (permalink) |
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Advanced Newbie
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jul 2001
Location: Bogotá... not that it matters...
Posts: 4,727
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some new graphic glitches appeared, horizontal lines on the transition display on ffx and ffx-2 (when going to save or menu or just pause)
tried native and unfiltered with same result btw gsdx is saving snaps as gsdx10 :P images are 1st ffx on gsdx9 rev 704 (same image as 0.11.4), 2nd ffx on gsdx 0.1, 3rd ffx-2 gsdx9 rev 704 (same image as 0.11.4), 4th ffx-2 gsdx 0.1
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Main Rig: Pentium Dual-Core E2160 @ 2.3GHz -- 7600GT @ 650/800MHz -- 1GB DDR2-667 4-4-4-12 -- Windows XP Pro SP2 Collecting dust: AMD Athlon XP 2600+ -- ATI Radeon 9500 Pro -- SB Live 5.1 Digital -- 2.5GB DDR 2-2-2-5 Ram -- Windows 2003 server r2 SP1 Last edited by Shadow Lady; December 24th, 2007 at 07:33. |
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#2695 (permalink) |
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AI
![]() ![]() ![]() Join Date: Aug 2007
Location: System Server
Posts: 325
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Log Z enabled && Alpha C enabled => Bitmaps Visible
Log Z enabled && Alpha C disabled => Bitmaps Visible Log Z disabled && Alpha C enabled => Bitmaps Not Visible Log Z disabled && Alpha C disabled => Bitmaps Not Visible In an interesting unrelated side-note, enabling Alpha C will result in the same areas of slow-downs (menu and particle effects) as in the version for DX10.
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Inspiron 1520 - Intel Core2 Duo T7500 2.2GHz - 2.0GB DDR2 RAM - Nvidia GeForce 8600M GT 256MB DDR2 600/485 Contribute to and review game troubleshooting Knowledge Base articles at the PCSX2 Game Troubleshooting Guide and PCSX2 Game Statistics Index. |
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#2696 (permalink) | |
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Registered User
Join Date: Dec 2007
Location: Thailand
Posts: 9
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Quote:
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#2697 (permalink) |
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Registered User
Join Date: Nov 2006
Location: none
Posts: 24
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Great new release, put again to me didnt fix anything, speed seems the same, never get over 20-30fps in any game
But it fixes some graphical stuff tho, good job.
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PC Specs Pentium 4 @ 2.8 GHZ [2 Core] 1gb DDR Nvidia geforce 7600GS 256mb
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#2698 (permalink) | ||
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Emu author
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Apr 2004
Location: at the end of the wire
Posts: 404
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Quote:
Quote:
edit: well, I just forgot that I need to shift half pixel to the other direction with a vertex shader, it expects the coordinates to be output upside down... Last edited by gabest; December 24th, 2007 at 08:31. Reason: Automerged Doublepost |
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#2699 (permalink) | ||
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Advanced Newbie
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jul 2001
Location: Bogotá... not that it matters...
Posts: 4,727
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Quote:
poke pcsx2 team for faster emulation maybe ![]() Quote:
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Main Rig: Pentium Dual-Core E2160 @ 2.3GHz -- 7600GT @ 650/800MHz -- 1GB DDR2-667 4-4-4-12 -- Windows XP Pro SP2 Collecting dust: AMD Athlon XP 2600+ -- ATI Radeon 9500 Pro -- SB Live 5.1 Digital -- 2.5GB DDR 2-2-2-5 Ram -- Windows 2003 server r2 SP1 |
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#2700 (permalink) |
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Emu author
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Apr 2004
Location: at the end of the wire
Posts: 404
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I still do, with dx10 there is no need to shift anything :P
Btw, I'm still looking for someone who knows opengl. There aren't more than a couple of classes to implement, should be a trivial translation from dx to opengl. |
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