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Old September 5th, 2008, 11:15   #3161
Borisz
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Quote:
Originally Posted by Saddan Hussein View Post
Gabest, I was reading that pdf file, what is this Larrabee all about???
Is it a new hardware architecture cpu(gpu)????

I'll admit, the text was too complex for me tiny brain

What is this all about ??
Larrabee is Intels new gpgpu, for competing with the radeon/geforce, both on the user AND the high performance market. It will be quite different from current gpus in programmability, which may or may not make it more advantageous for gsdx.
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Old September 5th, 2008, 13:25   #3162
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Hi Gabest,
nothing important, just a quick hint. i noticed you made a little optimization in GSRasterizer:: Draw :

http://guliverkli.svn.sourceforge.ne...51&pathrev=852

wouldn't it be faster doing something like:

Code:
  139 			for(int i = 0; i < count; i += 2)
  140 			{
  141 				GSVector4 q = 1/vertices[i + 1].t.zzzz();
  142 
  143 				vertices[i + 0].t *= q;
  144 				vertices[i + 1].t *= q;
  145 			}
my 2 cents
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Old September 5th, 2008, 13:55   #3163
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Would be, but the lost precision hurts a few games (the cost of vertex manipulation is negligible compared to per pixel processing later, "vertex shader" vs "pixel shader"). There were a lot of similar cases in pcsx2's recompiler too, where doing a normal div instead of *1/x fixed many things. Sometimes they use so insane values for s,t,q that even overflows/underflows are a problem, for example sfex3 sets them to 1e38 for the dirt effect sprites and expects them to be 1.0 after division, but because I premultiply s,t with the texture size it overflows, and inf/1e38 will still be inf there.

Last edited by gabest; September 5th, 2008 at 14:11..
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Old September 5th, 2008, 14:02   #3164
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Virtua Fighter 4 evo

Hi
I am running the latest pcsx2 390 svn and latest GSDX 852 svn, running in DX 10 hardware ssse3, tried DX 9 no different
I get a visual bug in Virtua Fighter 4 Evo jpn version, where the bottom half of the screen is dark and shows when fighting only, some levels have missing textures in the dark spot too.

The snap.rar has the gs files in it
Attached Images
File Type: jpg gsdx_20080905222741 copy.jpg (142.1 KB, 91 views)
File Type: jpg gsdx_20080905222517 copy.jpg (118.8 KB, 85 views)
Attached Files
File Type: rar snap.rar (3.44 MB, 11 views)

Last edited by diablosv; September 5th, 2008 at 14:09..
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Old September 5th, 2008, 15:17   #3165
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Quote:
Originally Posted by gabest View Post
Would be, but the lost precision hurts a few games (the cost of vertex manipulation is negligible compared to per pixel processing later, "vertex shader" vs "pixel shader"). There were a lot of similar cases in pcsx2's recompiler too, where doing a normal div instead of *1/x fixed many things. Sometimes they use so insane values for s,t,q that even overflows/underflows are a problem, for example sfex3 sets them to 1e38 for the dirt effect sprites and expects them to be 1.0 after division, but because I premultiply s,t with the texture size it overflows, and inf/1e38 will still be inf there.
Thanks for the explanation. I didn't consider that playing with precision would break some programming tricks used by certain games.
Anyway I guess that piece of code is simd-optimized by a properly configured compiler, isn't it?
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Old September 5th, 2008, 16:37   #3166
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OMG! OMG! OMG!! Gabest!! You fix'd it!!! You fixed Sparking Neo/BT2!!!

Look here!



I'm still in shock... wake me up, this is a dream, right?

Now all the characters are fully 3D!! Maybe just a little dark but because of the plugin configuration from me (I took away the mark on Alpha Correction (FBA) to test it because with it on characters were way dark).



A thousand times thank you!!! No, a million times!!
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Old September 5th, 2008, 18:31   #3167
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Quote:
Originally Posted by retsuseiba View Post
At first thank you very much gabest for great plug-in

but in srw2 srw3 srwog srwogs picture is very perfect
when use full3d texture flitering(as in pic.)

but it make problem to background that has line on it(as in pic too)

i want to know how can i fix this.
if not could you please fix this problem because it make perfect for play srw series thanks.

ps. i use Gsdx 1.9.0 plugin
i really find answer why its have LINE in background

and i know because background is 3D

but i dont know how can i remove border from 3d background

can anyone advice? i try to use all new version but still problem

thx for all answer
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Last edited by retsuseiba; September 5th, 2008 at 18:38..
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Old September 6th, 2008, 08:38   #3168
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gabest,

the changes you've made on svn 850, inside of GSState.cpp broke King Kong entirely.

now there's only a big gray screen, on both ubisoft and universal logo-videos, start menu, and we cant see anything even if we press start.

everything was normal until svn 849. i attached a dump.
Attached Files
File Type: 7z king_kong.7z (214.5 KB, 14 views)
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Old September 6th, 2008, 21:05   #3169
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I just wanted to say again a big Thank you gabest , and that the config for the plugin to play Sparking Neo!/BT2 is to disable the Texture filtering option. The rest leave it just fine as it is. nLoop Hack in grey, and enable Alpha Correction (FBA) to keep the energy bar load working.
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Old September 7th, 2008, 13:09   #3170
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Just reporting that Gran Turismo 4 now gets upto races before crashing again (in the last few svn releases there was really bad texture issues on cars and the game would freeze before a race would even start). However that crashing bug as I just mentioned is still there, which wasn`t there back two official gsdx releases ago (0.1.9 was it?).
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Old September 8th, 2008, 06:29   #3171
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Naruto ultimate ninja 3

Naurto ultimate ninja 3 has strange problem on shadows.

They are out of the character.
I will link a .gs if needed.
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Old September 8th, 2008, 09:08   #3172
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Gabest, can you add this {0x652050D2, Tekken5, Unknown, false}, to GSCrc.cpp please))
this is my version of Tekken 5
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Old September 8th, 2008, 10:44   #3173
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svn 852 breaks the textures in Gradius 5, it only shows single color squares. Not sure if it happens in earlier svn, the game worked good in the latest normal release (0.1.9 svn 846).

however, deinterlacing is actually useful in 852 and 851, at least in Disgaea 2 (the only fault is that "flashing" sprites show as transparent, ex when you rearrange something in any list, one of the two hand pointers should flash, instead it is transparent).
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Old September 8th, 2008, 20:06   #3174
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Quote:
Originally Posted by ~akujin~ View Post
Today i upgraded from a GeForce 8800 GTS 320 MB to a Radeon HD 4850 512 MB.
The strange thing is....Final Fantasy 12 ran @ constant 50 fps (PAL version) with the GeForce card. With the Radeon it has massive slowdows during most battle scenes or open areas (osmone plains etc...)

don't get me wrong...the hd 4850 is way faster in almost every other application than the 8800 gts.
crysis maxed out...no probs
3d mark 06 over 11k points

but ff12 in pcsx2 with gsdx 0.18....slows suddenly down

is this a known issue with radeon hd cards and this plugin? anyone?
The above is a post from this thread a couple of months ago. I just switched from a 9600gt to a 4850, and have the same problems, for example, Dragon Quest Viii has huge slowdown since I switched. Other stuff is fine, played Devil May Cry IV with all settings maxed out, no slowdown. Has anyone found a workaround to this in the interim? I'm using the latest official drivers.

Cheers.
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Old September 8th, 2008, 20:31   #3175
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Quote:
Originally Posted by Lord Fear View Post
The above is a post from this thread a couple of months ago. I just switched from a 9600gt to a 4850, and have the same problems, for example, Dragon Quest Viii has huge slowdown since I switched. Other stuff is fine, played Devil May Cry IV with all settings maxed out, no slowdown. Has anyone found a workaround to this in the interim? I'm using the latest official drivers.

Cheers.
Yes. Get a quad-core processor.

Reason: ATI drivers offload something onto the CPU, so by using a HD4800 series card for PCSX2, you stress the CPU much more than it would normally with a GeForce card.
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Old September 8th, 2008, 21:05   #3176
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Quote:
Originally Posted by Borisz View Post
svn 852 breaks the textures in Gradius 5, it only shows single color squares. Not sure if it happens in earlier svn, the game worked good in the latest normal release (0.1.9 svn 846).
851 doesn't work for gradius too same problem
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Old September 9th, 2008, 06:07   #3177
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Quote:
Originally Posted by retsuseiba View Post
i really find answer why its have LINE in background

and i know because background is 3D

but i dont know how can i remove border from 3d background

can anyone advice? i try to use all new version but still problem

thx for all answer
SRW OGs/OGG should be run at native res, with Texture Filtering turned off, or grey-checked. This removes the dark lines bordering background textures.
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Old September 9th, 2008, 14:09   #3178
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Quote:
Originally Posted by Borisz View Post
svn 852 breaks the textures in Gradius 5, it only shows single color squares. Not sure if it happens in earlier svn, the game worked good in the latest normal release (0.1.9 svn 846).
This problem is almost for sure the same problem I've described here, with King Kong.

Prolly it's the GSState.cpp change he made on svn 850.
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Old September 9th, 2008, 15:51   #3179
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Yakuza's ingame movies are overblured. Also there is an annoing vertical stripe. Gameplay is ok.
Attached Images
File Type: jpg 1.JPG (7.9 KB, 30 views)
File Type: jpg 2.JPG (13.1 KB, 34 views)
Attached Files
File Type: rar snap1.rar (2.03 MB, 0 views)
File Type: rar snap2.rar (1.95 MB, 0 views)
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Old September 9th, 2008, 19:33   #3180
jusTiC3
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Quote:
Originally Posted by jusTiC3 View Post
@gabest

hi,

i just came over from this thread

http://forums.ngemu.com/pcsx2-offici...ml#post1442081

i've some trouble with Metal Gear Solid 3 Snake Eater (very slow). Prafull thinks, the post processing isn't removed yet from this game and recommend to post the crc of the game in this thread...

CRC=d7ed797d


regards
tried today gsdx 1.7 and the game is near fullspeed - but in the codec scene it still runs slooooWWWwwww (1fps). with gsdx 1.8 and 1.9 the game is slow all the time. graphics errors r still present in all versions...
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