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in this case the software renderer is the future it seems for now Wink
if i am not mistaken even software doesn't fix all glitchs some times letters flash like garbage was there for 0.5s, wall flash some times but rare and floor flash too but it is very rare, so i would say i floor glitch is still there but almost never happen and when happens is less than 1second. Dx10 fixes the missing textures of dx9 that happen on Persona 3 FES, Rogue Galaxy and other games.
(02-27-2009, 09:38 PM)Kein Wrote: [ -> ]
(01-31-2009, 10:51 PM)Gabest Wrote: [ -> ]D3D fixes are on hold currently. I simply don't have time to spend hours on it for each game. The whole hw rendering thing needs a major rewrite, I've seen sample code for dx10-level hardware that utilized compute shaders, maybe we won't even have to upgrade to run gsdx11.
More details plz Tongue
http://www.gamedev.net/community/forums/..._id=516043

"Microsoft has determined a subset of DirectX 11 features that will run on DirectX 10 class hardware. And luckily, compute shader is one of them!"

I've tried this code of course, but it's either my card or the driver or the dx11 beta that is not yet prepared to do this. D3D11_FEATURE_D3D10_X_HARDWARE_OPTIONS::ComputeShaders_Plus_RawAndStructuredBuffers_Via_Shader_4_x is 0 on vista + 8600gt + dxsdk nov update, this flag is not even documented yet.
(02-27-2009, 09:47 PM)seinfeldx Wrote: [ -> ]if i am not mistaken even software doesn't fix all glitchs some times letters flash like garbage was there for 0.5s, wall flash some times but rare and floor flash too but it is very rare, so i would say i floor glitch is still there but almost never happen and when happens is less than 1second. Dx10 fixes the missing textures of dx9 that happen on Persona 3 FES, Rogue Galaxy and other games.
That not a rendering error more like a data transfer problem inside pcsx2. The shadows of p4 in hw mode could be a bug though, if they are always there.
I'm just interested what can this be? post processing? tried GoW2 on iternal resolution 1680x1050 and here two Kratoses
loks like a blurring effect try native and see if it's gone
if it's really gone then sorry.... play native Oo
(02-27-2009, 09:45 PM)chuuey Wrote: [ -> ]in this case the software renderer is the future it seems for now Wink

I hope not... I don't want to upgrade my PC so soon. Sad It's not even a year since the last upgrade I gave to it. Sad
(02-28-2009, 12:32 AM)kabooz Wrote: [ -> ]loks like a blurring effect try native and see if it's gone
if it's really gone then sorry.... play native Oo

Take it easy. He doesn't need to go down to native, he can use a lower res.. I don't have this problem on D3D I.R 1024x768.. And even so... There is the green screen there.. No matter the resolution.
It is interesting that there are little bit more utilization (speed up) in software mode on many cores cpu by splitting simple for loop into little threads using OpenMP.

required to tell in compiler to enabled openmp, otherwise you won't see the different.
Quote:Index: plugins/GSdx/GSDrawScanline.cpp
===================================================================
--- plugins/GSdx/GSDrawScanline.cpp (revision 628)
+++ plugins/GSdx/GSDrawScanline.cpp (working copy)
@@ -306,6 +306,7 @@
{
if(r.x >= r.z) return;

+ #pragma omp parallel for
for(int y = r.y; y < r.w; y++)
{
DWORD base = row[y].x;
@@ -324,6 +325,7 @@
{
if(r.x >= r.z) return;

+ #pragma omp parallel for
for(int y = r.y; y < r.w; y += 8)
{
DWORD base = row[y].x;
Hi

I'm using latest plugin with latest svn....

when I run MGS3 with GSdx in hardware mode the game run fast ( about 45 fps ) but there is a black area instead of light in the ground
[Image: withoutlight.th.jpg]

in software mode the game run slow (25 fps) with every thing work correctly.
[Image: withlight.th.jpg]

how to fix this...

My system:
Graphic card: ATI HD2600
Processor: Intel E8400 @ 3.0 GHz
RAM: 4 GB OCZ
Windows: Vista Ultimate 32-bit
(02-28-2009, 06:22 AM)johnseen99 Wrote: [ -> ]It is interesting that there are little bit more utilization (speed up) in software mode on many cores cpu by splitting simple for loop into little threads using OpenMP.

That's a good point, think i'm going to play around with that as well. Being that I use software renderer most of the time now due to compatibility.

I recently started playing with ICC/Vtune/ThreadProfiler etc... to use on pcsx2 and I wonder if this option in VC with ICC is doing the same thing your openMp defines are.
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