GSdx
There is SPS in the game and no, we still don't know what causes them.
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Hi all, I have a bug report for Spider-man 2 [US], it has severe texture glitching and missing overlays such as the map, mission description blue bars and some textures using PCSX2 1.0.0 (r5350) with GSdx 0.1.16 in DX11 hardware mode. These glitches disappear when using the software renderer but the latter frequently encounters out of memory errors. I've attached 2 snaps showing the hardware mode errors.

My PC specs are:
Host Machine Init:
Operating System = Microsoft Windows 7 Service Pack 1 (build 7601), 64-bit
Physical RAM = 4078 MB
CPU name = Intel® Core™ i5-2400 CPU @ 3.10GHz
Vendor/Model = GenuineIntel (stepping 07)
CPU speed = 3.092 ghz (4 logical threads)
x86PType = Standard OEM
x86Flags = bfebfbff 1fbae3ff
x86EFlags = 28100000

x86 Features Detected:
MMX.. SSE.. SSE2.. SSE3.. SSSE3.. SSE4.1.. SSE4.2.. AVX

My Graphics card is: AMD Radeon HD 6450 using Catalyst Version 12.6 drivers.

Thanks for the great work on the plugins and the emulator!


Attached Files
.7z   Spider-man 2 [US][SLUS-20776].7z (Size: 5,32 MB / Downloads: 160)
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delta38: Are you using any speedhacks or game fixes on pcsx2?
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Follow up of the AutoOffset - Tales of the Abyss patch...

I got rid of most of the multiplier usage for the offset so now the offset hack works even with custom resolutions with its new auto value. Looks quite decent, even on Dx9. But, some 2d stuff tends to look blocky so I suggest forcing filtering.

Dunno if it destroys other games though.

Attached SSE2 binary + patch.


Attached Files
.zip   GSdx_AutoOffset_Abyss2.zip (Size: 337,35 KB / Downloads: 580)
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(08-27-2012, 07:35 PM)KrossX Wrote: Follow up of the AutoOffset - Tales of the Abyss patch...

I got rid of most of the multiplier usage for the offset so now the offset hack works even with custom resolutions with its new auto value. Looks quite decent, even on Dx9. But, some 2d stuff tends to look blocky so I suggest forcing filtering.

Dunno if it destroys other games though.

Attached SSE2 binary + patch.

do i have to use the sse2(one u attached)?
i am using the stock gsdx sse3 with pcsx1.0
(actually better question is sse2<sse3 at all?)
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each SSE is advantageous over the previous one, so SSE2 < SSSE3 < SSE4.1

It all depends what your CPU can support and choose the best one for your CPU.
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@xowhd5428: Attached is only a SSE2 build. If and only if you really want to test the patch, then use that build.

Otherwise, stay far far away from it. O.O
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(08-28-2012, 08:24 PM)KrossX Wrote: @xowhd5428: Attached is only a SSE2 build. If and only if you really want to test the patch, then use that build.

Otherwise, stay far far away from it. O.O

I feel like google search has betrayed me....
Cant find how to apply .patch
so u modified the plugin to use the patch but where do i place the .patch?
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patches are applied to a local source repo which you pull from google code with TSVN
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(08-29-2012, 08:55 AM)Squall Leonhart Wrote: patches are applied to a local source repo which you pull from google code with TSVN
oh ty
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