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Old November 30th, 2008   #1 (permalink)
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GSdx

Continuing GSdx thread for psx related discussions.
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Old November 30th, 2008   #2 (permalink)
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Implemented double resolution rendering, but sprites have a little problem at the edges
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Old November 30th, 2008   #3 (permalink)
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so whats done so far with the psx renderer that other gpu plugins dont have?

can it improve the graphics quality by taking the z buffer infos and do anistropic filtering for example!! or that is still impossible for PS1 emus..
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Old November 30th, 2008   #4 (permalink)
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Quote:
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so whats done so far with the psx renderer that other gpu plugins dont have?

can it improve the graphics quality by taking the z buffer infos and do anistropic filtering for example!! or that is still impossible for PS1 emus..
PSX doesnt have a z-buffer, to do that would require serious **** hle emulation, that would probably be too much game specific. So no that isn't ever gonna happen.

btw what does this thread have to do with psx?

Oh wait nevermid, didnt know this plugin worked for psx too.

btw good to know someone is working on psx rendering. doing that myself too
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Last edited by shunt; November 30th, 2008 at 10:22.. Reason: Automerged Doublepost
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Old November 30th, 2008   #5 (permalink)
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Quote:
Originally Posted by gabest View Post
Implemented double resolution rendering, but sprites have a little problem at the edges
you could make a gui with edit boxes to set a custom internal resolution
No PSX GPU Plugin had something like that before as far i know, they only had fixed doubled resolutions.

Maybe for a reason?
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Old November 30th, 2008   #6 (permalink)
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so whats done so far with the psx renderer that other gpu plugins dont have?
It's software rendered, meaning it's accurate and doesnt require pergame hacks.
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Old November 30th, 2008   #7 (permalink)
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It's software rendered, meaning it's accurate and doesnt require pergame hacks.
Not necessarily. He is not going for accurate, and doing stuff that should have perceived graphical quality better than a real psx does. But what he has done so far shouldn't break games, although its theoretically possible.
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Old November 30th, 2008   #8 (permalink)
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Just doubling the resolution does not break anything, it can be done reliably. Texture filtering is another problem, it is already not compatible with color key transparency at normal resolution, but at least no resizing needed there. When upscaling the sprite edges pick up other pixels outside its texture area, like on my screenshot.
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Old November 30th, 2008   #9 (permalink)
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so whats done so far with the psx renderer that other gpu plugins dont have?
so far it's a software gpu plugin that can do bilinear filtering and you can switch between 4:3 16:9 and stretched aspect ratios easy

Filtering looks great except for the black borders

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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Old November 30th, 2008   #10 (permalink)
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Software based, but does use or at least ask for pixel shader 2.0. So it does not work on my i855 graphics.
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Old November 30th, 2008   #11 (permalink)
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@gabest
i don't hope you overlooked that one in the PS2 GSdx thread so i post it here again

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i noticed there are effects in some games wich are in black and white.
but normally there are colored.

can you look at that?
for example: the whirl effect in Crash bandicoot 3 when you jump into the warp sphere,
some background effect in the PDX DLCM Demo when there are these flying PlayStation Consoles.
or is it that color key transparency you meant?
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Old December 1st, 2008   #12 (permalink)
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I know there are coloring problems here and there, don't know why. The most obvious is in the bios, there are flat rectangles that are gray instead of blue.

chris-007: The screens are rendered in system memory with the cpu, but they still need to be presented somehow. It could use dx7 too, I'll add that later.
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Old December 1st, 2008   #13 (permalink)
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Thank you gabest, I don't need DX7 output for this PSX plugin, the systems CPU is probably too slow for your software renderer anyway.
But if you implement it, it would be nice for the PS2 software renderer. Might be usefull for servers with many cores, but very low graphicscard.
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Old December 1st, 2008   #14 (permalink)
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Nah, I wanted to do it anyway, my notebook has a p4 1.8 ghz cpu and it's dx7-only.
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Old December 1st, 2008   #15 (permalink)
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Will it have a config menu in the future in EPSXE[when I click config, nothing happens]? Just curious.
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Old December 2nd, 2008   #16 (permalink)
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Quote:
Originally Posted by Shadow Lady View Post
so far it's a software gpu plugin that can do bilinear filtering and you can switch between 4:3 16:9 and stretched aspect ratios easy

Filtering looks great except for the black borders

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)

spuasync - smooth ftw.
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Old December 2nd, 2008   #17 (permalink)
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Yes but smooth/simple spuasync wont give the framelimiter effect, or at least they didnt here
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Old December 2nd, 2008   #18 (permalink)
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:P taskmanager > affinity 0
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Old December 2nd, 2008   #19 (permalink)
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Same :o

Are you sayin only I have this ehr... "problem"?
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Old December 2nd, 2008   #20 (permalink)
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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.
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