GSdx 1.0
I've got another one using the same plugin from yesterday I used Laugh

Game: Metal Gear Solid 2: Substance (not original MGS2)
Issue: OGL without CRC hack + HW OGL depth enabled, thermal vision doesn't show correctly + drops FPS to ~1 or 2 FPS + slows whole computer to a crawl, there rain is also missing while in thermal vision
Effect: the thermal vision effect is not emulated correctly + slows down whole computer
CRC: I didn't notice any change using CRC to the visuals or performance

Status:
-only tested in OGL
-issue is relieved in software mode, the thermal vision is emulated accurately (see below) and game is playable with thermal vision in software mode OGL, rain droplets are also visible

Software:
[Image: 3hh6w.jpg]

Hardware:
[Image: sc5n5v.jpg]

Metal Gear Solid 2: Substance thermal vision dump: https://mega.nz/#!eFFQRATa!kcrrSL0pysOj_...lvdo4gvHCA
Check out my snazzy Youtube channel, with many great PCSX2 emulation videos! Laugh http://www.youtube.com/user/curryking1 Laugh
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Thats the same issue as MGS3, which is a texture cache issue, causing on the top left corner to be correct
[Image: ref-sig-anim.gif]

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Well, Vulkan supports tiled based rendering, and can work alongside OGL, so it might be easier to fix that issue with it while keeping everything else as it is. Well for mobile at least Tongue
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Cool, thanks for info both of you Smile
Check out my snazzy Youtube channel, with many great PCSX2 emulation videos! Laugh http://www.youtube.com/user/curryking1 Laugh
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(08-09-2015, 07:15 PM)Gabest Wrote: Opencl was an experiment, the larrabee rasterizer looked interesting idea, tried to implement that with a few changes. It turned out to be a perfectly valid replacement of the software rasterizer, it has all the features needed for correct emulation, but there were two problems, or rather three.

1. My newly bought 270X did not support opencl 2.0 as I first thought.
2. Still not as fast as the heavily optimized software rasterizer.
3. Nvidia.
Indeed no GCN 1.0 card seems to have ever reach full CL 2.0 conformance
EDIT: as expected, only gcn >1.0
EDIT2: other limitations are 64 bit and >=4GB ram.

Though, considering they have 87% compliancy..
I was wondering: what specific (lack of) features regretted you?
yes, whatever, I'm a month late but better than never right?


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curryking1

Holy crap, you've revealed the most unexpected easter egg in the history of videogames: 


Snake wears a bra!  Laugh  


Sorry, couldn't resist. Tongue
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(08-29-2015, 08:45 AM)Dant Wrote: curryking1

Holy crap, you've revealed the most unexpected easter egg in the history of videogames: 


Snake wears a bra!  Laugh  


Sorry, couldn't resist. Tongue

Damn I thought you were serious for a second lmao.
Check out my snazzy Youtube channel, with many great PCSX2 emulation videos! Laugh http://www.youtube.com/user/curryking1 Laugh
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(08-20-2015, 09:56 AM)gregory Wrote: I think I understand the issue in the subway (DX11 is completely broken)
1/ 16 bits depth are converted to 32 bits color whereas the game requires a 16 bits color
2/ The game might need accurate 16 bits format (for example 255 must be rounded to 248).

I partially do 2 but not always. Unfortunately it will reduce the quality (and might create a banding effect). It might require dithering to reduce the banding effect.

Normally D3D was untouched. Did you set CRC level to full?

I created a new PR with better conversion of the depth https://github.com/PCSX2/pcsx2/pull/806
SH4 subway seems to be correct now.
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gregory, I've just checked your revision and indeed this bug has disappeared everywhere.

But another one occurred (or rather returned): shadows are once again missing. Previously you needed to set Blender Unit to None in order for them to work (otherwise they were visible, but broken), but now they don't work even in this mode: they disappeared completely. Moreover, Blender unit to none still has this white thing bug.
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a small regression was introduced (I hope it is the same as I already fix in the master branch). I need to update the build Sad
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