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Old August 4th, 2006   #141 (permalink)
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The Geforce 6600GT supports Pixel Shader v3.0, that program is bogus.
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Old August 4th, 2006   #142 (permalink)
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Thought so, just wanted to make sure.
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Old August 4th, 2006   #143 (permalink)
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Perhaps a DX/Driver issue as the caps viewer directly reads from DX and it works correctly on my system (used CapsViewer from DirectX August 2005 SDK)
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Old August 4th, 2006   #144 (permalink)
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"Everest" also shows pixel shader version

last freeware version v2.20
http://www.techpowerup.com/downloads/84
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Old August 4th, 2006   #145 (permalink)
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Thanks Nachbrenner, Everest seems to be showing it correctly.
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Old August 5th, 2006   #146 (permalink)
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all geforce 5xxx and 6x and 7x series support DX90; the speed will depend on the bit precision used in PS - especially for the 5x series.
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Old August 5th, 2006   #147 (permalink)
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When trying to go fullscreen, I get an error message saying "failed to create dev, exiting..." and ZeroGS crashes. Anyone knows the cause? It has been happening on version 093 and 0931 as well as the latest 095.

Using Radeon 9600 Pro and Athlon X2 3800+, WinXP SP2.
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Old August 5th, 2006   #148 (permalink)
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just use the maximaze button.
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Old August 5th, 2006   #149 (permalink)
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ZeroGS KOSMOS tries to create a render target that is the same resolution as your desktop. It can just be the case that your video card doesn't support such high fullscreen resolutions.
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Old August 5th, 2006   #150 (permalink)
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Quote:
Originally Posted by MireC
just use the maximaze button.
That will get borders everywhere and it's a lot slower (high poly effects in Disgaea make the frameskip drop to 12 fps).

zerofrog: my desktop resolution is 1152x768, and I run most PC games on that reso too. Unless ZeroGS uses the same "all of the screen is 1 texture" thing, resolution shouldnt be a problem.

edit: it also happens in 800x600.

edit: disregard this. The bug happened because of the d3d.ini files that I used to force gsdx into a proper resolution. Removing them fixed the problem.

By the way, I noticed that many games have artwork cut from below the half. Not exactly cut, but displayed as if it was some errorneus jpg stream, the quality is halved from below the half of an image. Disgaea does this among others. Any chance that a quick fix for this bug only will get released? It's really annoying. Other then that, and the stupid bug with alphablended textures (most of the special effects in Disgaea, and even the portal at the beginning is affected by this), Zerogs does pretty much all that I want it to do. Thanks for keeping it running at the original ps2 resolution!

Also, is there any way to get the fps stats displayed when in fullscreen mode, like how the Del button does in gsdx?

Last edited by Borisz; August 5th, 2006 at 23:33.
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Old August 5th, 2006   #151 (permalink)
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For fullscreen, zerogs kosmos creates one A16B16G16R16F or A8R8G8B8 render target the same size as your desktop. If your video card supports such render targets, it shouldn't give you problems.
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Old August 5th, 2006   #152 (permalink)
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Whoops, I edited my post while you were typing.
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Old August 5th, 2006   #153 (permalink)
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What version of disgaea are you using, can you send a snap? No tester has had this 'cutting off problem', so it might be some more of your Direct3D settings.

Pressing a button to display fps in fullscreen is a great idea!
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Old August 6th, 2006   #154 (permalink)
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My Disgaea ver is SLUS-20666.

Here are snaps from both problems. The 4th pic is from Shin Gouketsuji Ichizoku ~Bonnou Kaihou~, SLPM-66278. It happens quite often when graphics such as cutscenes are being displayed, although it does not seem to happen in-game.

As for fullscreen mode, please make it so it changes the resolution to 640x480 or something selectable. I want to try fullscreen mode because it runs smoother that way on my Radeon. Some special effects in Disgaea cause many polygons to be piled up, and this causes severe slowdown with my videocard when running at either Windowed, or high-resolution fullscreen. That stands true for GSDX as well, although it doesnt go as slow as 10 fps in extreme cases.

Having the correct aspect ratio forced in fullscreen, like how it is done on windowed mode, would be incredibly nice too, if it's not much trouble. It's one of the things I really like in ZeroGS, no disorted graphics due to incorrect aspects.
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File Type: jpg snap002.jpg (126.9 KB, 48 views)
File Type: jpg snap003.jpg (67.3 KB, 61 views)
File Type: jpg snap004.jpg (41.9 KB, 30 views)
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Old August 6th, 2006   #155 (permalink)
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It looks like those gfx problems are due to imprecise floating point arithmetic. Both ATI and nVidia have their own unique way of taking floating-point shortcuts (for example, 1.501*2 will probably be 3 instead of 3.002). This especially occurs on older cards. I'll see what I can do about it, but I think you should invest in a new video card.

For now if it isn't too much of a problem, you can resolve the fullscreen problem by setting your desktop to 640x480 before going into full screen. And aspect ratio is always preserved in zerogs.

EDIT: what makes your games slow isn't the window size, but the frame buffer size. Whether you have 640x480 or 1152x768 shouldn't really matter (from my tests anyway)

Last edited by zerofrog; August 6th, 2006 at 00:49.
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Old August 6th, 2006   #156 (permalink)
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zerofrog, 1st i would like to say congrats on this great plugin i've heard so many good things about it.

but i'm very confused and have searched the forums for my answer and have had no luck

so instead of searching anymore i'de like to take my question to the pro who created this great plugin

these are my computers specs:

pentuim 4 with HT 3.0 GHZ
1gig memory
radeon 9800 pro
sound blaster live 5.1 (WDM)

do i need to replace anything to be able to use your plugin?
because when i use it i get graphical issues in FFX and the framerate is a lot slower then what everyone else is reporting (about 35fps in game)

any help would be appreciated

thanks
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Old August 6th, 2006   #157 (permalink)
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- Compared to previous zerogs builds, how does the fps compare? You have HT, so you might try MTGS/DC options.
- what do you mean by 'graphical issues'?
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Old August 6th, 2006   #158 (permalink)
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hmm let me see if i can pull up a screenshot for you

EDIT: heres 2




Last edited by jOeBrO; August 6th, 2006 at 01:08.
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Old August 6th, 2006   #159 (permalink)
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Not much to invest to on my AGP mobo, and I don't have money to upgrade both my mobo and my vidcard. bleh.

For the record, older versions of ZeroGS did not have the "graphics are semigarbled from waist below" bug. And the texture thing happens on GSDX as well.
And Chankast too, actually. This makes me wonder if a more modern card could get THAT fixed...

Interestingly, after setting my desktop to 800x600 and running ZeroGS in the same resolution mode, I still got horrible slowdown on hi polycount effects. Something else must be causing this, or perhaps my card just can't handle all the weight that ZeroGS puts on it.

And, for the aspect ratio, don't games run at 640x448 instead of 640x480? Many fullscreen graphics have a minor, horizontal "warp" in them that may be caused from being stretched to incorrect resolution - They don't happen when I used the d3d.ini mod to force GSDX to 640x448...
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Old August 6th, 2006   #160 (permalink)
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jOeBrO: The first error can be fixed by pressing F9. The second error is the same as Borisz. Mainly, a floating point problem.

As I do not have a radeon card, can one of you PM me to do some offline testing?

Borisz: Aspect ratio for all games is fixed to 4:3 (because TVs are 4:3). Judging from you last image of the logos, it looks like the logos are almost a perfect square (off by ~3 pixels).
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