tota's ghosting
#41
Hi, please can someone help me, so I used the patched ToTA GSdx32 (03012015)-SSE4, but for some reason in game when I exit the mansion at start of game there's this faint grid in the background that's little bit annoying, has anyone else got this?

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#42
Edit: [Never mind]
We're supposed to be working as a team, if we aren't helping and suggesting things to each other, we aren't working as a team.
- Refraction
#43
Nevermind, how to delete this?
#44
Please create a new thread based on your problem.
We're supposed to be working as a team, if we aren't helping and suggesting things to each other, we aren't working as a team.
- Refraction
#45
Can we get a Linux build or the patch source to apply ourselves?
#46
(08-01-2015, 06:22 AM)Helios Wrote: Can we get a Linux build or the patch source to apply ourselves?

Ryudo has the full patch, though I don't think the recent dialog change would be available on Linux. Linux handles dialog in a different file , though the modified Half pixel offset hack internal functions should work Smile
We're supposed to be working as a team, if we aren't helping and suggesting things to each other, we aren't working as a team.
- Refraction
#47
Where can I find that on Linux? The graphics plugin UI is very different in the latest git build on Linux.
#48
Ryudo provided this patch on an other thread before, take a look. by the way Linux handles the dialog in GSLinuxDialog.cpp.

(07-20-2015, 04:19 PM)Ryudo Wrote:
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;
}

vs_cb.VertexScale  = GSVector4(sx, -sy, ldexpf(1, -32), 0.0f);
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;
}
We're supposed to be working as a team, if we aren't helping and suggesting things to each other, we aren't working as a team.
- Refraction
#49
Ah I wasn't aware that Linux uses a different plugin.
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#50
Actually just discovered that the hack isn't working on the latest version of PCSX2. (1.3.1-866). Might have stopped working before that. I'm going to check out what's causing it. But somehow the ghosting is back in action even after the hack.


[Edit] I was wrong. It's apparently something in the newer GSdx's causing it to not function.

[Edit 2] Confirmed. Code no longer works on the new GSdx types. I'll upload back an older version where it still works. For now that's the best I can do, as I have no idea what's causing the code to break.
AMD Ryzen 5 3600 @ 3.60~4.20 GHz | Corsair Vengeance LPX 32 GB (2x16GB) DDR4-3200
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