..:: PCSX2 Forums ::..
Register | Help | Log In |
Register PCSX2 Site Forums Member List Donate View Today's Posts Search

Current time: 03-15-2010, 04:09 AM Hello There, Guest! (Login — Register)

..:: PCSX2 Forums ::.. / Plugins / Discussion and support / GSdx

7 users browsing this thread: (0 members, and 7 guests).

Pages (220): « Previous 1 ... 193 194 195 196 197 ... 220 Next »
Post Reply 
 
Thread Rating:
  • 56 Votes - 4.48 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Threaded Mode | Linear Mode
GSdx
Author Message
DeaTHCorE Offline
Newbie

Posts: 12
Joined: Jan 2009
Location: Germany
Post: #1941
RE: GSdx
what a version of pcsx2? is the problem under pcsx2-legacy or under the new gui? i think gsdx is not full compatible with the new gui (i am reffering the communication with the gui). example: i have trouble with the new gui when i will close the render window by pressing escape: the window remains open. with zerogs works the same fine, the window close correctly. under pcsx-legacy works gsdx right. i have seen in the developer block, the team works on it so i think in the next time works all. wath i will say: the problem can come from the gui, a variable or a thread is incorrect closed / initialized and so has the grafik thread wrong values by loading a savestate and this results in flickering.

cu deathcore
(This post was last modified: 10-17-2009 01:05 PM by DeaTHCorE. Edit Reason: )
10-17-2009 01:04 PM
Find all posts by this user Quote this message in a reply
Marlec Offline
Newbie

Posts: 11
Joined: Dec 2008
Location:
Post: #1942
RE: GSdx
(10-17-2009 01:04 PM)DeaTHCorE Wrote:  what a version of pcsx2? is the problem under pcsx2-legacy or under the new gui? i think gsdx is not full compatible with the new gui (i am reffering the communication with the gui). example: i have trouble with the new gui when i will close the render window by pressing escape: the window remains open. with zerogs works the same fine, the window close correctly. under pcsx-legacy works gsdx right. i have seen in the developer block, the team works on it so i think in the next time works all. wath i will say: the problem can come from the gui, a variable or a thread is incorrect closed / initialized and so has the grafik thread wrong values by loading a savestate and this results in flickering.

cu deathcore

i have tried them all, the prob is definatly in the GSdx plugin they dont flicker in other plugins but like i said other plugins give me more bigger probs, GDdx is the best plugin.
10-17-2009 01:54 PM
Find all posts by this user Quote this message in a reply
orbb Offline
Newbie

Posts: 9
Joined: Jan 2009
Location:
Post: #1943
Question RE: GSdx
Hi, I have a problem when not using the "native" option. Some textures appears with a line, black or with other colors, and in all my games. Theses lines dont appears at all when I choose the option "native"...

Is this a problem with my PC ? or a known problem, is there a way to correct it ?

My PC :
Core2Duo 4ghz, 4 GB RAM, GTX 275, Windows 7 x64

Thanks ^^


Attached File(s) Thumbnail(s)
   
10-17-2009 08:53 PM
Find all posts by this user Quote this message in a reply
Shadow Lady Offline
Advanced Newbie
*******

Posts: 2.876
Joined: Dec 2008
Location:
Post: #1944
RE: GSdx
No, the native option is meant to keep the most possible compatibility by using the game's internal resolution, all those errors are mostly caused by using a different internal resolution or using "Texture Filtering" so you could try disabling that as well.

Pentium Dual-Core E2160 @2.75GHz -- Geforce 9600gt @700/1080mhz -- Windows 7 x64/Windows Server 2008 R2
10-17-2009 11:04 PM
Find all posts by this user Quote this message in a reply
orbb Offline
Newbie

Posts: 9
Joined: Jan 2009
Location:
Post: #1945
RE: GSdx
I've tryed to disable the filtring, the lines are still present...

I've played a little with the source files, and I managed to hide the lines by modifyng this file : GSRendererDX.h

this line :

GSVector4 ta(env.TEXA & GSVector4i::x000000ff());

remplaced by :

GSVector4 ta(env.TEXA & GSVector4i::x0000000f());

the lines have gone, but some effects also (like the fog, ect.), so it seems to be a problem in this part...

I dont understand very well how this part of the code works, if someone with more skills could correct this Smile

Thanks in advance Tongue
10-18-2009 12:12 AM
Find all posts by this user Quote this message in a reply
orbb Offline
Newbie

Posts: 9
Joined: Jan 2009
Location:
Post: #1946
RE: GSdx
Hi Smile

I finally found what was the problem, after 3 days T.T (I feel stupid ...)

Here is the solution :

- in the file GSTextureCache.cpp, find this line :

dst->m_texture->SetScale(GSVector2( .......

replace it with this :

dst->m_texture->SetScale(GSVector2(2.0f, 2.0f));

if you want texture resolution 2 time finer than the original PS2 textures

- now, you need to modify gdsx.ini file in your binary folder, here is mine:

[Settings]
ModeWidth=1024
ModeHeight=896
ModeRefreshRate=60
Renderer=6
Interlace=0
AspectRatio=0
windowed=1
filter=1
paltex=1
vsync=1
logz=1
fba=1
aa1=1
blur=1
nativeres=0
resx=2048
resy=2048
swthreads=2
CaptureWidth=1024
CaptureHeight=896
CaptureFileName=
CaptureVideoCodecDisplayName=@device:cm:{33D9A760-90C8-11D0-BD43-00A0C911CE86}\mjpg

this is the settings I use for the game Odin Sphere, the important part is :
resx & resy, here, you need to specify a resolution big enought to hold the 2x textures, for this game, I found that the biggest texture are 2048 px

how to find this resolution ?

in the same .cpp file, find the line :

GSVector2i dstsize = dst->m_texture->GetSize();

and add after it:

FILE * file = fopen("log.txt", "a");
fprintf(file, "%d:%d\n", w, h);
fclose(file);

run your game, and go ingame, close the emulator, you will find a file log.txt
read it, and go in the end of the file (skip the first parts, its the resolution of the bios), you will find things like 2048:2048, find the biggest numbers, this will be your resolution (2048 for odin sphere)
dont forget to get ride of this piece of code after (it will slowdown the emulator...)

enjoy Laugh
10-20-2009 03:37 PM
Find all posts by this user Quote this message in a reply
DeaTHCorE Offline
Newbie

Posts: 12
Joined: Jan 2009
Location: Germany
Post: #1947
RE: GSdx
mhh so complex? simply way: start the old gui (pcsx2-legacy) and run the game. now u can see the original resolution in the top window border (for example: 640 x 512) (use a ingame value, not a intro video or so, video has often an another resolution as the ingame graphic). now open the new gui (or the same gui, the way is the same), go to graphic options and uncheck the native resolution, now type the d3d internal res with the values * 2 (the values who u found in the top window border before. from example: 1280 x 1024). this helps by the error lines, by flicker and a bit by ghost images...

cu deathcore
(sry, my english is broken, hope u can understand)

i forgot: i use values * 3 for a better image quality, my computer has the power for it Wink

for the developer: i think a cool option is an autonatic for this. i will say a option as dropdown who i can select "use a 3d3 internal res.x *2, *3... and 3d3 internal res.y *2, *3......)
(This post was last modified: 10-20-2009 11:16 PM by DeaTHCorE. Edit Reason: )
10-20-2009 11:08 PM
Find all posts by this user Quote this message in a reply
rama Offline
Cycle Counter
******

Posts: 1.780
Joined: Nov 2008
Location:
Post: #1948
RE: GSdx
Nice work, orbb.
We basically knew that power of 2 scalers could fix it, but you showed another approach to this problem Smile

DeaTHCorE:
The game can use textures of any size it wants, that has nothing to do with output resolution Tongue
10-21-2009 01:25 AM
Find all posts by this user Quote this message in a reply
KrazyTrumpeter05 Offline
Posting Freak
****

Posts: 1.175
Joined: Mar 2009
Location: Alexandria, VA
Post: #1949
RE: GSdx
Nice. Is orbb's little mod going to get added to the plugin?

Q6600@3.5GHZ
9800GTX
Win7 64
4GB RAM
680iLT mobo
Click:PS3 Controller on 64 bit Windows!
10-21-2009 07:16 AM
Find all posts by this user Quote this message in a reply
DeaTHCorE Offline
Newbie

Posts: 12
Joined: Jan 2009
Location: Germany
Post: #1950
RE: GSdx
it's right rama, i have seen my error and i will say, i'm so stupid Wink a i have found a better way to correct this: i have the values, that's the code calculated, logged and have found the problem: in the function, who orbb has changed, a little bit upper is the line

int ww = (int)(fr.left + dst->m_TEX0.TBW * 64);

and from this come periodically wrong values. i have changed the line to

int ww = (int)(fr.left + m_renderer->GetDisplayRect().width());

and now i have the result from orbb's change with a better image quality. the change from orbb scale with a fixed value and this results in a poorer image quality because the calculated values for scaling are not fit between output screensize and texturesize. in consideration of my results from logging i think a little speed improvement is possible if skip to calculate again the values ever the function is called. values to calculate anew is needed if the "ww" or the "hh" values different from the last check only a i'm not sure how to implement (i'm a delphi programmer and i's a little hard for me to read cpp code).

hope their can understand me and a programmer can use this Wink

cu deathcore
(This post was last modified: 10-21-2009 08:10 AM by DeaTHCorE. Edit Reason: )
10-21-2009 08:02 AM
Find all posts by this user Quote this message in a reply
« Next Oldest | Next Newest »
Pages (220): « Previous 1 ... 193 194 195 196 197 ... 220 Next »
Post Reply 


  • View a Printable Version
  • Send this Thread to a Friend
  • Subscribe to this thread
Forum Jump:


Current time: 03-15-2010, 04:09 AM

Contact Us | PCSX2 | Return to Top | Return to Content | Lite (Archive) Mode | RSS Syndication

Powered By MyBB, © 2002-2010 MyBB Group.
Theme created by IncadudeF and modified by bositman