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(08-12-2015, 08:30 AM)gregory Wrote: @nintendo85
Battle transition is a texture cache issue. It is quite complex so I won't do it soon.
Ah, I wondered what that was using, didn't know it was that...bad....damn, I wouldn't have asked, heck, I shouldn't have even thought about doing that.... My apologies.
I guess that it's something that won't be fixed for a long time, if ever. C'est la vie -_-
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Notice the top left corner. I'm sure it is the real color. The issue is related to the texture cache. So not soon.
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Hi guys I'm new to PCSX2 so please bear with me. I was wondering why the directx11 side of GSDX isn't receiving as many features or focus as say opengl? Is the directx11 side of it dated? If so, then will having the new directx12 from windows 10 give the developers more room to work with?
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But why do you want to use Dx?
GSdx doesn't even use DX11 feature. And latest openGL is ahead of DX. Actually maybe DX12.1 (or .2) will close the gap. However most of the openGL improvement could have been implemented on DX9 hardware.
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Well I would love to use OpenGl but I get an error when I try to play a game in openGL (Hardware mode). It always says that it failed to open and that I may not have enough resources or the correct drivers. It always works at a constant 60fps when I put gsdx in directx11(hardware mode) so it can't be my resources. I also updated to windows 10 and my pc info says that my driver versions are OpenGl: 4.3, OpenCL:1.2, Shader Version: 5.0 and my DirectX runtime version is at 12.0 so I have no Idea what it could be.
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