GSdx 1.0
Final Fantasy XII spams "INVALID PSM !!!" during cutscenes:

[attachment=61139]
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hum false positive. Register is written severals times. Last value is correct, I think.
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I didn't see any issues either, but the spamming is very annoying. Tongue2

I did notice an issue with Preload Frame Data though. It is needed to correctly show some textures and shadows in cutscenes, but it corrupts others.

GSdump:
[attachment=61146]
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Couldn't help but notice the git revisions mentioning mipmapping, is gregory attempting to get ps2's mipmapping working at last (ie Ratchet & Clank)?
OS: Windows 7 64-bit SP1
CPU: Intel Core i7 6700K @ 4.6Ghz
RAM: 16GB DDR4 3200MHz
GPU: MSI GTX 1070 Armor @2.1GHz
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(10-14-2016, 04:22 PM)Lagahan Wrote: Couldn't help but notice the git revisions mentioning mipmapping, is gregory attempting to get ps2's mipmapping working at last (ie Ratchet & Clank)?

Yes, there's a whole thread dedicated to it: http://forums.pcsx2.net/Thread-New-featu...ap-support

And Rachet & Clank works fine now, really good speed too Smile
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Do read the first post of the thread refraction linked for instructions, as the mipmapping currently still needs to be enabled externally in the GSdx.ini file.
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Holy crap, awesome news! Sorry I didn't see the other thread, godspeed on this gregory!
OS: Windows 7 64-bit SP1
CPU: Intel Core i7 6700K @ 4.6Ghz
RAM: 16GB DDR4 3200MHz
GPU: MSI GTX 1070 Armor @2.1GHz
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It was news 2 weeks ago Tongue
[Image: newsig.jpg]
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@flatout, I'm looking at your jak issue. I'm not sure I have the end of the gsdump. But do you have the bug located in the half bottom/right of the screen?

The typical signature of a very bad draw call
Code:
T:Oth    ID:22    S:Cache    => TC: Lookup Target(Color) 1280x1024, miss (0x140, C_16)
T:Oth    ID:22    S:Cache    => TC: src miss (0x240, 0x0, C_16)
T:Error    ID:22    S:Mid    => FBMASK SW emulated fb_mask:3fff on 16 bits format
Real target is 0x100 and real source is 0x200.
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(10-14-2016, 08:39 PM)gregory Wrote: @flatout, I'm looking at your jak issue. I'm not sure I have the end of the gsdump. But do you have the bug located in the half bottom/right of the screen?

The typical signature of a very bad draw call
Code:
T:Oth    ID:22    S:Cache    => TC: Lookup Target(Color) 1280x1024, miss (0x140, C_16)
T:Oth    ID:22    S:Cache    => TC: src miss (0x240, 0x0, C_16)
T:Error    ID:22    S:Mid    => FBMASK SW emulated fb_mask:3fff on 16 bits format
Real target is 0x100 and real source is 0x200.
Which one? I've reported several Jak issues. Tongue2
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