ZZogl -- Zero GS KOSMOS fork
I only tested FF12,and it's good.You have improved this plugin a lot.I remember when it ran 5 FPS
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(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.
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plaese send zzogl 0.19.187 to me
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(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?

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.
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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.
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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.
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I use OS:windows xp and ATI drivers.I said that BIG progress is made since last year.
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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 ?
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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 ?
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Of course, you right. Look at my code. Whole transfer code could and should be redone,
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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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