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Old December 3rd, 2008   #21 (permalink)
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Quote:
Originally Posted by Squall-Leonhart View Post
You're one of 2 people where the fps limiter doesn't work properly.

i'll need to borrow a multicore system to source out the problem.
For me the fps limiter doesn't work at all,it shows on the console
* Enable framelimit!
* Disable framelimit
by pressing F4 but nothing happens

Edit:Ops,didn't see the Shadow Lady post...it works now

Quote:
Originally Posted by Shadow Lady View Post
btw for all those who are having trouble using the epsxe 1.7.0 frame limiter you need to use ePSXe SPU core as spu plugin, or use eternal spu with spuasync - wait (or at least worked for me)
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Last edited by CheatMaster; December 3rd, 2008 at 11:33..
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Old December 4th, 2008   #22 (permalink)
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Quote:
Originally Posted by CheatMaster View Post
For me the fps limiter doesn't work at all,it shows on the console
* Enable framelimit!
* Disable framelimit
by pressing F4 but nothing happens
You need to switch to fullscreen.
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Old December 4th, 2008   #23 (permalink)
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Does the limiter work with other gpu plugins?

Btw, here is a pic from tekken 3 (update: ) and other games:
Attached Images
File Type: jpg tekken3.jpg (210.4 KB, 114 views)
File Type: jpg ff8.jpg (171.3 KB, 102 views)
File Type: jpg ff9.jpg (205.8 KB, 103 views)
File Type: jpg mgs.jpg (101.9 KB, 90 views)
File Type: jpg sh.jpg (105.5 KB, 96 views)
File Type: jpg xeno.jpg (166.8 KB, 111 views)

Last edited by gabest; December 4th, 2008 at 10:47..
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Old December 4th, 2008   #24 (permalink)
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Limiter work with Pete's plugins. Didn't using others.

Btw, here is my screenshot from Spyro 2 (looks ugly and is very slow):
Attached Images
File Type: jpg spyro2.jpg (150.4 KB, 60 views)
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Old December 4th, 2008   #25 (permalink)
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Glitches and bugs I have noticed so far:
1: Bilinear filtering and dithering works only in window mode.
2: Bilinear filtering cause glitches and slowdown(at least in Spyro 2).
3: Framelimiter works only in fullscreen.
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Old December 4th, 2008   #26 (permalink)
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Texture filtering should work in fullscreen too, the algorithm does not what mode directx runs in. As you noticed it can cause problems, but I have added a new mode to do not filter sprites, still there are cases when the game uses polygons for rectangular "sprite-like" primitives too, for example the characters in xenogears.
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Old December 4th, 2008   #27 (permalink)
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good job gabest. I'm wondering though, just to kill the curiosity, when you run around the world in ff8, and engage a battle , a battle swirl happens. Usually in every software plugin, this battle swirl is completely black, how's yours ?
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Old December 4th, 2008   #28 (permalink)
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Not completly black, but mostly. I don't know how others look, can't say it's the same or different.
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Old December 4th, 2008   #29 (permalink)
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Ah yes it's not completely. Sounds about the same then.
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Old December 4th, 2008   #30 (permalink)
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Quote:
Originally Posted by gabest View Post
Does the limiter work with other gpu plugins?

Btw, here is a pic from tekken 3 (update: ) and other games:
Those screens look great, kinda looks like a D3D plugin now. ePSXe's frame limiter doesnt work ok for me unless i'm using ePSXe SPU, and as I prefer Eternal SPU plugin i've always used the GPU frame limiters for it. That and I use SSSPSX mostly over ePSXe
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Old December 4th, 2008   #31 (permalink)
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I have no idea how the psx 3D interface works but wouldn't it be possible to create a high-level z-buffer if you have the vertices's of the polygons? Sure would be nice.
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Old December 5th, 2008   #32 (permalink)
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Hi, I just love Gsdx and it works fine on my PCSX2.
Recently I'm trying it on ePSXe with Valkyrie Profile.
Here are the screenshots about Gsdx compared with Pete's D3D and Pete's OpenGL. Gsdx has higher performance(higher fps, lower CPU usage) than the others, and the valkyrie looks smooth and fit in background well.
However, the 3D effects may have more improvement since it is only software rendering now. So, I am looking forward to more configuration about hardware rendering or even the use of pixel shader.
btw, I use Macbook with T7200(sse3), GMA950(D9, PS2.0) and forgive my poor English.
Attached Images
File Type: jpg psx_gsdx.JPG (32.7 KB, 94 views)
File Type: jpg psx_D3D.JPG (33.8 KB, 87 views)
File Type: jpg pdx_OpenGL.JPG (36.8 KB, 99 views)
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Old December 5th, 2008   #33 (permalink)
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Update:
1: Bilinear filtering and dithering works only in window mode - DX10
2: Automatic fullscreen doesn't work, need to switch manually - DX10
3: Bilinear filtering cause glitches and slowdown - DX9
4: Framelimiter works only in fullscreen - DX10
5: Framelimiter works only with internal SPU - DX9
And yeah, it is slow, I have speed issues with my Athlon X2 6000 at 3.1 GHz. Hardware acceleration would by nice.
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Old December 6th, 2008   #34 (permalink)
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Quote:
Originally Posted by gabest View Post
Does the limiter work with other gpu plugins?

Btw, here is a pic from tekken 3 (update: ) and other games:
uhm, whats that game in the fifth screen?

ah btw:
i have problems with compiling gsdx in VS2008, something with SubWCRev:

Code:
1>------ Erstellen gestartet: Projekt: GSdx, Konfiguration: Release SSSE3 Win32 ------
1>Präbuildereignis wird ausgeführt...
1>SubWCRev 1.5.5, Build 14361 - 64 Bit 
1>Usage: SubWCRev WorkingCopyPath [SrcVersionFile DstVersionFile] [-nmdf]
1>Params:
1>WorkingCopyPath    :   path to a Subversion working copy.
1>SrcVersionFile     :   path to a template file containing keywords.
1>DstVersionFile     :   path to save the resulting parsed file.
1>-n                 :   if given, then SubWCRev will error if the working
1>                       copy contains local modifications.
1>-m                 :   if given, then SubWCRev will error if the working
1>                       copy contains mixed revisions.
1>-d                 :   if given, then SubWCRev will only do its job if
1>                       DstVersionFile does not exist.
1>-f                 :   if given, then SubWCRev will include the
1>                       last-committed revision of folders. Default is
1>                       to use only files to get the revision numbers.
1>                       this only affects $WCREV$ and $WCDATE$.
1>-e                 :   if given, also include dirs which are included
1>                       with svn:externals, but only if they're from the
1>                       same repository.
1>-x                 :   if given, then SubWCRev will write the revisions
1>                       numbers in HEX instead of decimal
1>-X                 :   if given, then SubWCRev will write the revisions
1>                       numbers in HEX with '0x' before them
1>Switches must be given in a single argument, e.g. '-nm' not '-n -m'.
1>SubWCRev reads the Subversion status of all files in a working copy
1>excluding externals. If SrcVersionFile is specified, it is scanned
1>for special placeholders of the form "$WCxxx$".
1>SrcVersionFile is then copied to DstVersionFile but the placeholders
1>are replaced with information about the working copy as follows:
1>$WCREV$      Highest committed revision number
1>$WCDATE$     Date of highest committed revision
1>$WCDATE=$    Like $WCDATE$ with an added strftime format after the =
1>$WCRANGE$    Update revision range
1>$WCURL$      Repository URL of the working copy
1>$WCNOW$      Current system date & time
1>$WCNOW=$     Like $WCNOW$ with an added strftime format after the =
1>Placeholders of the form "$WCxxx?TrueText:FalseText$" are replaced with
1>TrueText if the tested condition is true, and FalseText if false.
1>$WCMODS$     True if local modifications found
1>$WCMIXED$    True if mixed update revisions found
1>The strftime format strings for $WCDATE=$ & $WCNOW=$ must not be longer
1>than 64 characters, and must not produce output greater than 128 characters.
1>Project : error PRJ0019: Ein Tool hat einen Fehlercode aus folgender Quelle zurückgegeben: "Präbuildereignis wird ausgeführt..."
1>Das Buildprotokoll wurde unter "file://c:\Users\Tom\Documents\Visual Studio 2008\Projekte\gsdx\gsdx\Win32\Release SSSE3\BuildLog.htm" gespeichert.
1>GSdx - 1 Fehler, 0 Warnung(en)
========== Erstellen: 0 erfolgreich, Fehler bei 1, 0 aktuell, 0 übersprungen ==========

does someone know how to fix this?
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Old December 6th, 2008   #35 (permalink)
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- silent hill
- add the directory of tortoisesvn to the path or to the bin path of visual studio. (note: also, put gsdx into a dir with no spaces, this util doesn't like it)
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Old December 6th, 2008   #36 (permalink)
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ok thx gabest.
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Old December 9th, 2008   #37 (permalink)
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I tested the new DX7 renderer of GSdx 0.1.12
RidgeRacer(PAL) runs fullspeed with my Celeron M 1,3GHz, i855 graphics, WinXP. Really nice.
Speedlimiter works, unlimited about 65 fps in Ridge Racer
Alt+Enter does not switch to fullscreen.
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Old December 9th, 2008   #38 (permalink)
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Quote:
Originally Posted by chris-007 View Post
Alt+Enter does not switch to fullscreen.
That's because is F7.
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Old December 9th, 2008   #39 (permalink)
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doesn't F7 just change to the internal software plugin, at least in epsxe 1.7
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Old December 9th, 2008   #40 (permalink)
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yes, F7 changes to peopsoftgpu plugin.
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