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#2 (permalink) |
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Britchie Crazy
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Sep 2004
Location: Plymouth, UK
Posts: 4,800
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Simply because Zerofrog added DC/MTGS features to PCSX2 and also wrote ZeroGS, while Gabest wrote gsdx9 and is the only one that would know it well enough to implement those features into it.
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![]() Intel Core 2 Duo E6600 | 2 GB PC6400 DDR2 RAM | GeForce 7900 GTX 2.5 TB Hard Drive Space | Windows XP Pro SP2 Official betatester of PCSX2 and Co-owner of General Emulation |
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#3 (permalink) |
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Emu author
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jun 2004
Location: Unidentified
Posts: 2,158
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AFAIK gsdx9 is discontinued because gabest doesn't have the time to work on it anymore. So don't expect to see it in the future.
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#4 (permalink) | |
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Britchie Crazy
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Sep 2004
Location: Plymouth, UK
Posts: 4,800
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Quote:
__________________
![]() Intel Core 2 Duo E6600 | 2 GB PC6400 DDR2 RAM | GeForce 7900 GTX 2.5 TB Hard Drive Space | Windows XP Pro SP2 Official betatester of PCSX2 and Co-owner of General Emulation |
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#5 (permalink) |
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Registered User
![]() ![]() ![]() ![]() ![]() Join Date: Nov 2006
Location: Philippines
Posts: 1,758
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Actually MTGS and GSDX9 can actually do work.
However, the main problem seems to be incompability between these two stuffs. Actually if you're lucky, or patient, sometimes, games like Resident Evil 4 and SRW Alpha 3 will work with MTGS/DC and GSDX. Resident Evil 4 actually looks very identify to the PC version 1.1.
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Current PC specs : ECS 780GM-A Black (Swapped my old mobo.) AMD Athlon64 X2 5600 OCed @ 3220Mhz (230x14) (1.43v) Palit Radeon 4850 Sonic 512MB gDDR3 2x1024MB DDR2 667Mhz RAM (One PQI one Kingston.... O_o) |
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#6 (permalink) |
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Registered User
Join Date: Nov 2006
Location: china
Posts: 15
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I found some code with MTGS in GSdx9 source.
#ifdef _OPENMP // need real cpus, with HT it is only going to be slower now omp_set_num_threads(omp_get_num_procs()); #endif /* // return; // omp_set_num_threads(2); // { int tmpsize = 1024*1024*2; BYTE* tmp1 = new BYTE[tmpsize]; BYTE* tmp2 = new BYTE[tmpsize]; for(int i = 0; i < 1024*1024; i++) ((DWORD*)GetVM())[i] = rand()*0x12345678; GIFRegTEX0 TEX0; TEX0.TBP0 = 0; TEX0.TBW = 16; GIFRegTEXA TEXA; TEXA.AEM = 0; // 1 __declspec(align(32)) static DWORD dst[1024*1024]; int nthreads[] = {1,2,4,8}; for(int j = 0; j < countof(nthreads); j++) { omp_set_num_threads(nthreads[j]); clock_t start = clock(); for(int i = 0; i < 1000; i++) { unSwizzleTexture32(CRect(0,0,1024,1024), (BYTE*)dst, 1024*4, TEX0, TEXA); // for(int k = 0; k < tmpsize; k++) tmp2[k] = tmp1[k]; } clock_t diff = clock() - start; CString str; str.Format(_T("%d threads: %d ms"), nthreads[j], diff); AfxMessageBox(str); } omp_set_num_threads(2); delete [] tmp1; delete [] tmp2; } */ } But the omp_set_num_threads() was not definition. How to finish it??? |
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