GSdx
that bad that no matter what kind of computers we always go slow pcsx2
I would like a version of the emulator to pull the same quality as a ps2
I do not care how it looks but it looks like a game on my computer and the playstation2
open to re design the emulator to not do all the chips emulating virtual hardware playstation2

specs
CPU: Emotion Engine (EE) RISC MIPS-IV (R5900) 128 Bits
System clock frequency: 294,912 MHz (299 MHz from V9 Version)
Co-Processor 1: FPU
Floating Point Multiplier Accumulator (FMAC) x 1
Floating Point Divider (FDIV) x 1
Cache 8KB (4KB 4KB Instruction + Data)
Co-Processor 2: VU0
Floating Point Multiplier Accumulator (FMAC) x 4
Eat Flotant divider (FDIV) x 1
Cache 8KB (4KB 4KB Instruction + Data)
Vector Processing Unit: VU1
Floating Point Multiplier Accumulator (FMAC) x 5
Eat Flotant divider (FDIV) x 2
Cache 24KB (16KB 8KB Instruction + Data)
Scratch Pad RAM 16KB
Bandwidth of Memory Bus: 128-bit DMA channels with 10
Memory
RAMBUS DRAM 32 Megabytes
Width of 32 bits (16 bit Dual Channel)
400 MHz (800 MHz Effective)
800 Megabits per second by Pin
Measured bandwidth of 3.2 Gigabytes per Second
Benefits
Floating Point Performance: 6.2 GFLOPS
3D Geometric Transformation: 6.6 million polygons / s
Image Compression Decoder: MPEG2
Processing of surfaces (Bezier): 16 million polygons / s
Image processing 150 million pixels / s
Perspective Transformation: 66 million polygons / s
Lighting: 38 million polygons / s
Particulate matter: 36 million polygons / s
Synthesizer Gráfico4
150 MHz (147,456 MHz)
16 Pixel Pipelines
2.4 Gigapixels per second (no textures)
1.2 gigatexels per second
Filter by Point, Bilinear, Trilinear, Anisotropic and Mip-Map
Perspective Correction Texture Mapping
Bump Mapping
Environment Mapping
32-bit color (RGBA)
32-bit Z Buffer
Multiport DRAM 4MB Embedida
eDRAM band width of 38.4 Gigabytes per second (19.2 GB / s in each direction)
eDRAM Texture Band width of 9.6 Gigabytes per Second
150 million particles per second
Painted rate of Polygons:
75 Million Polygons per Second (small polygon)
50 Million Polygons per Second (48-pixel square with Z and Alpha)
30 Million Polygons per Second (50-pixel triangle with Z and Alpha)
25 Million Polygons per Second (48-pixel square with Z, Alpha, and Textures)
18.75 Million Sprites per second (8 x 8 pixel sprites)
l / 0
CPU Core: Enhanced PlayStation CPU
Clock Frequency: 37.5 MHz
IOP Memory: 2 MB
Sub Bus: 32 bits
Sound
Number of voices: 48 channel 3D surround sound
Memory of sound selection: 2 MB
Output frequency: up to 48 kHz (DAT quality)
Multichannel Audio Compatible with Dolby Digital, Dolby Pro Logic II, AC3 and DTS.
DVD
CD-74 (650 megabytes), CD-80 (700 Megabytes)
DVD-5 (4.7 Gigabytes) or DVD-9 (8.5 Gigabytes) (Example: Gran Turismo 4 used these DVD)
Device speed: DVD-ROM: 4X speed approaching. CD-ROM: 24X speed approaching.

I think my core 2 duo E7200 is faster and my video card GTX550ti
then it is very slow in games like smackdown vs. raw 2011
crash nitro kart and

While the chip and emulate all hardware console and set the minimum hardware requirements equivalent
the ability of the console also obviously depend on the operating system that consumes our ok
thanks

settings that need to work well on my pc
Core 2 Duo E7200
Gtx550Ti
4Gb dual channel
Windows 7 and Windows 8
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(06-13-2012, 03:21 AM)Jorge500 Wrote: that bad that no matter what kind of computers we always go slow pcsx2

wrong. I get full speed in all my games with my current specs.

Quote:I would like a version of the emulator to pull the same quality as a ps2
I do not care how it looks but it looks like a game on my computer and the playstation2
if you set gsdx internal res to native or use software mode, this will look the same as on your PS2
Quote:open to re design the emulator to not do all the chips emulating virtual hardware playstation2
please do. I look forward to see it runnning...
Quote:I think my core 2 duo E7200 is faster and my video card GTX550ti
then it is very slow in games like smackdown vs. raw 2011
crash nitro kart and
of course it is faster in terms of raw power. But since it's emulation, it's simply a nonsense to compare both architectures...
Quote:the ability of the console also obviously depend on the operating system that consumes our ok
not at all, since you pc OS mainly works with RAM. Pcsx2 harldy uses not more than 512 Mb RAM.
Quote:settings that need to work well on my pc
Core 2 Duo E7200
Gtx550Ti
4Gb dual channel
Windows 7 and Windows 8
you will need to use some speedhacks, try latest svn, make an iso out of both game DVDs, and you should be able to reach playable speeds (not full speed, but nice one...)
CPU : AMD Ryzen 7 3800X
Mobo : Asus PRIME B450-PLUS
GPU : NVIDIA GeForce RTX 3070
RAM : 16 Go
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Alright, so I'm playing Tales of the Abyss and every now and then (like after a skit) the blur gets messed up again and the offset hack fixes it to a certain degree. Pausing and resuming, or toggling software mode also "fixes" it until it gets borked again... so... messing around a bit:

Note: This doesn't work well with Dx9 at all.

// Auto offset values attempt, seems to work well for Abyss.
// Since anything other than x2 scale didn't align very well.

Code:
Index: plugins/GSdx/GSRendererDX.cpp
===================================================================
--- plugins/GSdx/GSRendererDX.cpp    (revision 5323)
+++ plugins/GSdx/GSRendererDX.cpp    (working copy)
@@ -198,11 +198,10 @@
    if(rt->LikelyOffset)
    {
        // DX9 has pixelcenter set to 0.0, so give it some value here
+        if(m_pixelcenter.x == 0 && m_pixelcenter.y == 0) { ox2 = -0.0003f; oy2 = -0.0003f; }

-        if(m_pixelcenter.x == 0 && m_pixelcenter.y == 0) { ox2 = -0.0003f; oy2 = -0.0003f; }
-        
-        ox2 *= rt->OffsetHack_modx;
-        oy2 *= rt->OffsetHack_mody;
+        ox2 *= rtsize.x / 1024.0f * 1.8f;
+        oy2 *= rtsize.y / 816.2f * 1.8f;
    }

// So that the blur doesn't get "fixed" making half pixel offset work all the time.

Code:
Index: plugins/GSdx/GSRendererHW.cpp
===================================================================
--- plugins/GSdx/GSRendererHW.cpp    (revision 5323)
+++ plugins/GSdx/GSRendererHW.cpp    (working copy)
@@ -920,5 +920,6 @@

    uint32 FBP = m_context->FRAME.Block();

-    return FBP != 0x036e0 && FBP != 0x03560 && FBP != 0x038e0;
+    //return FBP != 0x036e0 && FBP != 0x03560 && FBP != 0x038e0;
+    return FBP != 0x03560 && FBP != 0x038e0;
}
[Image: nbKSK.jpg]
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KrossX nice, going to go try that out now, that is one thing that always annoyed me in that game , and I hated always having to toggle software mode on/ off to fix it.
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Does anyone know if gabest has plans to continue his gsdx work? Noticed he's been gone a few months
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probably not much. he tends to work in bursts ;p however pseudonym is doing modifications occasionally.
[Image: ref-sig-anim.gif]

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Gabest is a tech geek. Sound like he will next appear to play with AVX2 in Haswell. He seems to like to play with new toys
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I'm rather confused. I've searched for a couple of days now to find the optimal settings for running SotC on my computer using both the stable r4600 and svn r5336 versions. I have been testing many different settings, mainly to see the difference in performance between SSE2, SSSE3, SSE4 and AVX. I've read from different sources that SSSE3, SSE4 and AVX are compatible with my AMD FX 6100 CPU while other sources say that the only compatible one is SSE2.

My question is, are all of these in fact compatible with my CPU? First post states that the plugin is compatible with the Bulldozer/FX series, so I assume they work with my CPU because I haven't experienced any crashes or incompatibility errors when using them, but I have read many posts while Google-ing that they are not compatible or offer little to no advantage for my particular CPU. I know very little, outside common knowledge, about CPU's. This is why I searched for several days and conducted my own tests before I asked. Thanks for any assistance provided.

In case it helps, my general specs are:
-AMD FX 6100 six core processor. I don't have it overclocked so it's at the default 3.30 GHz, which from what I gathered should suffice. (I know PCSX2 can only use 2 cores but I still have the affinity set to all 6 cores because the tests I ran when setting affinity to anything less reduced fps dramatically.)
-nVidia GeForce GTX 560 2GB Memory
-8 Gb RAM
-Windows 7 Ultimate x64
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Search the forum for that big SotC thread, it answers all your questions.
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According to this there's no AVX, so stick with SSE4. Other than that it's as simple as adjusting the EE slider one or two notches. In my testing I found that the game adjusts its rFPS based on the EE's capability.

Strangely enough if you leave it at default it wants to run at 60fps, even though it never went above 30 on the PS2. If you set EE to 2 it puts a 30fps limit on it and actually produces better framerate than a real PS2
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