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Old December 25th, 2007   #81 (permalink)
kurim
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ok i found in dx10@Suikoden 5 an abnormal line ^^
and it is even to slow, other games are to fast and this is to slow ^^

dx10@Magna Carta Tears Of Blood works prety good, but hang up in menu

but anyway iam quite impresed for such a fast progress


//edit: it runs much better with 0.9.4, but it also freez during the intro szene but the performance is awsome, im so im

for those, which dislike the rar.
http://privat.anime-arts.de/ps2/speed_1.jpg
http://privat.anime-arts.de/ps2/speed_2.jpg
Attached Images
File Type: jpg abnormal line.jpg (30.8 KB, 54 views)
File Type: jpg abnormal line2.jpg (48.4 KB, 76 views)
File Type: jpg abnormal line3.jpg (46.2 KB, 76 views)
File Type: jpg Magna_carta_freeze.jpg (212.6 KB, 33 views)
Attached Files
File Type: rar performance.rar (477.7 KB, 21 views)
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Last edited by kurim; December 25th, 2007 at 22:23.
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Old December 25th, 2007   #82 (permalink)
_____SNAKE_____
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the your is euro version, the my is USA version.
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Old December 25th, 2007   #83 (permalink)
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Quote:
Originally Posted by _____SNAKE_____ View Post
the your is euro version, the my is USA version.
and u dont hav any problems? like the "line"
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Old December 25th, 2007   #84 (permalink)
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Quote:
Originally Posted by Quake3k View Post
Hey
i have a serious problem with gsdx10 on incredible hulk ultimate destruction
the gfx looks all messed up same with gsdx9 and zerogs seems like the same problem on all the gfx plugins!

Take A Look At This ScreenShots:
Those somone have a clue on this problem in hulk?
crc are:f17af8bd

screens are at page 2 btw!
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Old December 25th, 2007   #85 (permalink)
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Originally Posted by kurim View Post
ok i found in dx10@Suikoden 5 an abnormal line ^^
that line seems to be cauzed by texture filtering since it isnt happening on all the screen (the text window part doesnt have the line) try disabling it and see if it still happens, and the slowness seems to be cauzed by pcsx2 being slow as the cpu usage of GSdx in that shot is 34% meaning GSdx isnt slowing it down, try with ZeroGS to see if the same happens but it's more likely a CPU/PCSX2 slowdown
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Old December 26th, 2007   #86 (permalink)
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Enabling Logarithmic Z fix the problem with the missing Health
Enabling Alpha correction (FBA) fix the missing menu's

At least for me
Thanks, wow I gotta say that I'm grateful to the fact that you post in the threads I post in because 95% of the time, you have solutions to my problems.
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Old December 26th, 2007   #87 (permalink)
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Added the CRC, but was that the european pal version? I like documenting it in the source.

Will test suikoden 5 soon.

No idea about hulk, never seen the game.
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Old December 26th, 2007   #88 (permalink)
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Does 0.1.0. works only on vitsta? I dont want to install vista on my pc because they suck! Gabest, will you continue working on xp too or only vista from now on?
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Old December 26th, 2007   #89 (permalink)
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They have been incorporated into a single plugin now.
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Old December 26th, 2007   #90 (permalink)
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Originally Posted by gabest View Post
Added the CRC, but was that the european pal version? I like documenting it in the source.

Will test suikoden 5 soon.

No idea about hulk, never seen the game.
yes it is eu multi5 version.

@BAXTER STOCKMAN, yes for me it works under vista 64
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Old December 26th, 2007   #91 (permalink)
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@Baxter - it works with both as im using WinXP and it is marvellous
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Old December 26th, 2007   #92 (permalink)
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Hm, no gaps in Suikoden 5 for me, but this is running at 640x448. Have to find a pal version too. No crashes either, just lockups with running frame counter with the vm build.
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Old December 26th, 2007   #93 (permalink)
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Quote:
Originally Posted by kurim View Post
ok i found in dx10@Suikoden 5 an abnormal line ^^
and it is even to slow, other games are to fast and this is to slow ^^

dx10@Magna Carta Tears Of Blood works prety good, but hang up in menu
Correction, Magna Carta has always worked good, but since 0.9.2+, something changed in the VU Recompiler to make it crash after or at the menu. So this is unrelated to GsDX.
Furthermore any GS plugin will crash at the ingame cinematic, but if you disable both VU Recompilers (and disabling MTGS+DC would help too) you'll get at least in-game.

Great work Gabest, you have my vote!

'N

@Kurim again: I do own Suikoden V Pal version, but why use 50hz anyway? This game only haves problems with the gap in 50hz mode, not in 60hz. The Pal (MULTI5) version comes with a pal/ntsc selector after the language selection.

I would love to claim this is unrelated to GsDX, so I do at Christmas, yes people blame it on PAL.

'N

'N
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Last edited by nepsquare; December 26th, 2007 at 10:41. Reason: Automerged Doublepost
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Old December 26th, 2007   #94 (permalink)
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@Kurim again: I do own Suikoden V Pal version, but why use 50hz anyway? This game only haves problems with the gap in 50hz mode, not in 60hz. The Pal (MULTI5) version comes with a pal/ntsc selector after the language selection.
good to know

i will try btw u know NTSC ^^ never the same color *g*

//edit very well ntsc works fine

ok i found a new ghost in another game Shin Megami Tensei Persona 3, and an performance break down when another characters enter the screen.
this may the crc 7AE1C04B
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File Type: jpg ghosts..jpg (69.3 KB, 115 views)
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Old December 26th, 2007   #95 (permalink)
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Originally Posted by nepsquare View Post
Correction, Magna Carta has always worked good, but since 0.9.2+, something changed in the VU recompiler to make it crash after or at the menu. So this is unrelated to GsDX.
Furthermore any GS plugin will crash at the ingame cinematic, but if you disable both VY Recompilers (and disabling MTGS+DC would help too) you'll get at least in-game.

Great work Gabest, you have my vote!

'N

@Kurim again: I do own Suikoden V Pal version, but why use 50hz anyway? This game only haves problems with the gap in 50hz mode, not in 60hz. The Pal (MULTI5) version comes with a pal/ntsc selector after the language selection.

I would love to claim this is unrelated to GsDX, so I do at Christmas, yes people blame it on PAL.

'N

'N
So is Suikoden V playable or not? Meaby I will buy it

Suikoden IV (dx9) - shadows are buggy
Suikoden IV (dx10) - shadows work correct, but the sea has some strange lines in textures (like in FFX posted by Diablos http://forums.ngemu.com/attachment.p...6&d=1198201698 )
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Если где-то есть что-то халявное, значит там Русские!
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Old December 26th, 2007   #96 (permalink)
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So is Suikoden V playable or not? Maeby I will buy it

Suikoden IV (dx9) - shadows are buggy
Suikoden IV (dx10) - shadows work correct, but the sea has some strange lines in textures (like in FFX posted by Diablos http://forums.ngemu.com/attachment.p...6&d=1198201698 )
for me it is not fast enough, performance is about 45~65% with both vga plugins.
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Old December 26th, 2007   #97 (permalink)
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Suikoden 5 PAL runs horrible here. This game is a good example of all the flaws that are left
in PCSX2. You get Path3 errors, VU errors, glitchy fmv that crash the game etc..

It's just not working right now, with neither GS plugin
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Old December 26th, 2007   #98 (permalink)
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ok i found a new ghost in another game Shin Megami Tensei Persona 3, and an performance break down when another characters enter the screen.
this may the crc 7AE1C04B
Whenever a third character(=more polygons) comes into screen, I get a speed-hit too. The artifacts have been a common issue with this game btw, but it's getting better every time..

'N

Quote:
Originally Posted by gabest View Post
Hm, no gaps in Suikoden 5 for me, but this is running at 640x448. Have to find a pal version too. No crashes either, just lockups with running frame counter with the vm build.
The Pal version runs at 640x512 btw..
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Last edited by nepsquare; December 26th, 2007 at 11:04. Reason: Automerged Doublepost
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Old December 26th, 2007   #99 (permalink)
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gabest: Thx for this great plugin

One suggestion that I believe it's easy to code: make the default windowed size the same resolution as the internal one. For example: 512x512 internal res -> window of size 512x512 (sorry for my english...)
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Old December 26th, 2007   #100 (permalink)
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gabest: Thx for this great plugin

One suggestion that I believe it's easy to code: make the default windowed size the same resolution as the internal one. For example: 512x512 internal res -> window of size 512x512 (sorry for my english...)

why?

why have a huge internal resolution if it's on a tiny window?
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