10-25-2010, 11:24 AM
I only tested FF12,and it's good.You have improved this plugin a lot.I remember when it ran 5 FPS
ZZogl -- Zero GS KOSMOS fork
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10-25-2010, 11:24 AM
I only tested FF12,and it's good.You have improved this plugin a lot.I remember when it ran 5 FPS
(10-23-2010, 03:45 PM)Game Wrote: ZZogl is almost fast as gsdx,I tried it in some games.Have you had a chance to compare results? Not at all! I was able to finish GoW1 and Mortal Kombat: Deadly Alliance on windows but both are almost unplayable using zzogl =/ FF12 is still pretty slow and have lots of glitches too. The bright side is that the development of zzogl is going pretty strong so I trust it won't be long until it's as fast as gsdx (dx10/11).
Athlon II x2 245 (@3.6Ghz), 6gb DDR3 1333, GeForce GTS250 2gb Ram, Linux Mint 12 32bit.
10-26-2010, 10:45 AM
plaese send zzogl 0.19.187 to me
10-27-2010, 06:12 AM
(10-26-2010, 06:08 AM)wingnux Wrote:(10-23-2010, 03:45 PM)Game Wrote: ZZogl is almost fast as gsdx,I tried it in some games.Have you had a chance to compare results? maybe it's because of the graphic drivers. At leats with fglrx it's much slower on linux than on windows. And if u use the OSS drivers it's even more. I've no experience with nvidia, so no idea in your case, but be sure to check that it's not a driver side problem.
CPU: AMD Phenom II X6 1055T @ 3500MHz (250x14 @1,347v) 2500MHz HT/CPUNB
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10-27-2010, 08:19 AM
Unfortunately it's not a driver issue since I have the latest nvidia binary drivers installed =/
Athlon II x2 245 (@3.6Ghz), 6gb DDR3 1333, GeForce GTS250 2gb Ram, Linux Mint 12 32bit.
10-27-2010, 11:06 AM
(This post was last modified: 10-27-2010, 11:10 AM by Grimspiller.)
I use OS:windows xp and ATI drivers.I said that BIG progress is made since last year.
In my humble opinion there is clearly a driver/opengl impact. To sell gaming card, vendors need to have the best directx driver. I thinks professionals (aka opengl users) use some different code path.
Just for information the target of the amd OSS driver is 50-60% of the proprietary version so do not expect too much. Edit I have a question on texture parameter. S & T are rounded down in GIFPackedRegHandlerUV. But Q seem not to be rounded, why ?
I give a quick glance at the new local local transfer code. I think it would be possible to do block copy to improve local -> local transfers.
As I understand, the src & dst buffer are aligned on block boundaries. So when color format have same block layout, a batch copy is possible (maybe need some mask for 24,8h,4hh,4hl). I read that pixel depth must be identical between src & dst. So the special case conversion are only 8 <-> 8H and 4 <-> 4HL <-> 4HH, maybe it is possible to do somethings with sse2. Any comment ?
11-06-2010, 05:59 PM
Of course, you right. Look at my code. Whole transfer code could and should be redone,
12-01-2010, 08:02 PM
How do you compile this code in Windows? I tried using the vcproj file to compile it in Microsoft Visual Studio 2008 it came up with a ton of errors. I put the GL header files and zlib files in the appropriate places...
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