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The slow down of transparent Shiva during summon is still there with v1.3. However, the occasional slow down on character menu run faster.
(02-20-2009, 01:51 AM)montecrudo Wrote: [ -> ]Nope, I get the same big slow down. It's this new version of the plugin (r535). Try an old plugin and you'll be fine.

See my thread here:
http://forums.pcsx2.net/thread-3948-lastpost.html

Where did you get this new version?
http://code.google.com/p/pcsx2/source/list

There you can get the latest rev.
You can compile it yourself. There's a guide telling you how to do it somewhere at the forum.

http://forums.pcsx2.net/thread-2373.html...pile+guide

Or you can google it, but I can't give you a link to the file.
(02-20-2009, 01:51 AM)montecrudo Wrote: [ -> ]Nope, I get the same big slow down. It's this new version of the plugin (r535). Try an old plugin and you'll be fine.

See my thread here:
http://forums.pcsx2.net/thread-3948-lastpost.html

You''re running a debug build of the DLL. Clean out all instances of gsdx.dll in any checked out copies of pcsx2 source, and rebuild clean. And make sure the generated .DLL you're running is only ~950k.

This is partly my fault because I've been desperately trying to get the new build system wrinkle free, but it's so time consuming to do properly, and people keep asking me for other things which are more urgent. So I only got halfway done, and then Gabest undid it (since it sucked) in r535. The bottom line, the DLLs generated by Gsdx moved around a couple times, and it caused me to end up running the wrong version of the DLL too. I'd randomly get 150fps one session and 35 fps the next. Wink
I'm not really fond of anything that breaks visual studio's awareness of its files. The workaround for missing subwcrev.exe is fine to me, though it could have been done in a way that does not lower future mantainablility, I'm thinking of the duplication of the command files for every project, going to be a ***** to change anything everywhere if someone has a new idea. But things like renaming output just makes it harder for the developer to work on the project. I have already told (ranted Tongue) this to Ref when I first noticed it in an update. For example at the debugger settings of pcsx2 I just put $(TargetPath) $(TargetDir) and never had to touch that again. Now the output is not there where it was generated by the linker and does not even have a fixed name thanks to the ever increasing revision number. Solution: I still use an old build that just has the name of "pcsx2r.exe", since I'm a lazor who refuses to do more than hitting the build button after every svn update. Or another example, build checks if the output is there, compares its file date to the source, and if obsolite relinks it. Now if anything happens to the renamed exe/dll, the original is still there and the post build step won't restore it because visual studio finds everything to be done. Or, if you just wanna create a little setup project, you can only refer to known outputs. There is no setup project of course, just wanted to point out the shortcomings of the obscure post build step. It gives me the shivers when I see one.
Persona4 has an annoying bug in hardware mode. DX10 fixes every prob in DX9 that I've come across except this. It wouldn't be so bad if it didn't flash and change patterns dependent of where you are standing on the floor. DX9 meanwhile has clipping, shadow and flashing area's on different parts of the floor.
The biggest problem I've run into is finding a way to make it so plugins can both be checked out of SVN alone (ie, http://code.google.com/p/pcsx2/trunk/plugins/gsdx/), and also checked out as part of the full trunk ... and still have it work in both cases. That was what I was hoping to achieve, which is why I couldn't use the absolute pathnames for the build scripts, since that precluded requiring the whole svn checked out always in order to get the /common/ folder.

I was actually thinking plugin authors (like you) would be annoyed with the idea of *having* to check everything out, and so I was doing it as a favor to you so that the plugin wasn't explicitly dependent on pcsx2's complete svn layout. I also thought devs might be annoyed with the idea of having the build system assume that things are going to be run from the $(TargetDir) location. So I wanted to avoid using any absolute paths that I could, like the ..\..\..\..\..\bin\plugins type stuff that gsdx uses currently.

But if I'm wrong in those assumptions then I guess I might as well go back to a /common/ folder scenario. I'm easy.

Regarding the post-build step: It's terribly handy for our dedicated testers to have the post-build script auto-copy files into -r* names. I'm rather fond of it myself, for that matter, and I haven't run into any problems with it (Clean/Rebuild always deletes the $(TargetPath) and thus initiates the post-build step when the status of the output is in doubt). So if we can find a compromise on that it'd be nice.

I can set it up so the post build is disabled by default and optionally enabled with an environment var. No burden on you (default is good), and others like myself can enable it without having to modify the project file settings locally.

Should I go with that plan, or any other ideas / additions?
(02-20-2009, 03:52 PM)Air Wrote: [ -> ]
(02-20-2009, 01:51 AM)montecrudo Wrote: [ -> ]Nope, I get the same big slow down. It's this new version of the plugin (r535). Try an old plugin and you'll be fine.

See my thread here:
http://forums.pcsx2.net/thread-3948-lastpost.html

You''re running a debug build of the DLL. Clean out all instances of gsdx.dll in any checked out copies of pcsx2 source, and rebuild clean. And make sure the generated .DLL you're running is only ~950k.

I'm not using a debug build! It's an SSE2 build release! If it was a debug build, the name of the plugin file would be "GSDX-dbg.dll", which it's not! I'm not stupid!
First of all tone he's trying to help so no need to be so confrontational and second of all no debug doesn't compile as gsdx-dbg.dll. I just built both the SSE2 Release and debug. Debug weighs in at 4.20MB while the Release is 951Kb or so. So go to build->config manager and set it to release SSE2.
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