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#21 (permalink) | ||
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Registered User
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Location: Bulgaria
Posts: 1,543
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Quote:
* Enable framelimit! * Disable framelimit by pressing F4 but nothing happens Edit:Ops,didn't see the Shadow Lady post...it works now Quote:
Last edited by CheatMaster; December 3rd, 2008 at 11:33.. |
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#25 (permalink) |
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Registered User
![]() Join Date: Apr 2008
Location: Slovakia
Posts: 65
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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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#26 (permalink) |
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Emu author
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Apr 2004
Location: at the end of the wire
Posts: 519
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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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#27 (permalink) |
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Registered User
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Location: asd
Posts: 129
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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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#30 (permalink) | |
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Advanced Newbie
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Location: Bogotá... not that it matters...
Posts: 5,792
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Quote:
__________________
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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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#31 (permalink) |
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Emulation to the max!
![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jan 2004
Location: Canada
Posts: 2,560
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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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#32 (permalink) |
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Registered User
Join Date: Jan 2008
Location: Taiwan
Posts: 1
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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.
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#33 (permalink) |
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Registered User
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Location: Slovakia
Posts: 65
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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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#34 (permalink) | |
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it'se miku!
![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jan 2006
Location: Cologne, Germany
Posts: 3,604
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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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Tutorial: Hardware Antialiasing in PCSX2 (DX9 only) |
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#36 (permalink) |
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it'se miku!
![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jan 2006
Location: Cologne, Germany
Posts: 3,604
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ok thx gabest.
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My System: C2D E6700 @3.4ghz | Asus P5W DH Deluxe | 4GB DDR2 800 | eVGA Geforce GTX 260 55nm SC-Edition
Tutorial: Hardware Antialiasing in PCSX2 (DX9 only) |
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#37 (permalink) |
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Registered User
![]() Join Date: Jan 2005
Location: alpha centauri
Posts: 91
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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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#39 (permalink) |
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Registered User
![]() ![]() Join Date: Sep 2007
Location: norway
Posts: 226
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doesn't F7 just change to the internal software plugin, at least in epsxe 1.7
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#40 (permalink) |
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Behind ur girlfriend :D
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Feb 2006
Location: Sydney, Australia
Posts: 18,832
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yes, F7 changes to peopsoftgpu plugin.
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