(07-05-2011, 04:25 PM)Bositman Wrote: [ -> ]You mean it wasn't there before? Because r4791 and r4792 are attempting to fix the very problem you describe (and from user reports it seems it does so successfully)
The problem was still there before, VRAM and RAM issue are different, r4792 just makes it faster to appear since it doesn't wait on the VRAM problem to continue...
that makes 3 problems with the same RAM leak since r1549 BTW, probably more
Edit:
You can use this patch on pcsx2.exe if you have enough ram so PCSX2 doesn't crash when it uses that much memory, not a real fix but well it won't crash
http://www.ntcore.com/4gb_patch.php
Call of duty 3 in Gsdx10(hardware) is possible ?
Well, I guess I'll post this in here. I don't know if this is a problem with the VUs, GSdx, or a combination of the two, but eh.
In PaRappa the Rapper 2, there are problems shared by both the hardware and software mode, and they also have their own unique problems.
I'm using PCSX2 r4805 with GSdx 4805 Dx9. Playing on Async mode (the gameplay is actually synchronized to the audio. No idea why they would do that, but cool for emulation, I guess). In hardware mode, I'm playing on 2x native. All of the hardware problems still appear on native, although. This is just to distinguish the two modes in pictures more easily.
The first dump shows a bad effect that shows up sometimes when playing in software mode. I believe it is related to a missing effect on both hardware and software mode.
The second dump shows garbled textures showing up on a specific mode in game on software mode. These garbled textures do not show up in hardware mode.
The third dump shows an object blocking the lyrics bar up top (the object being the TV).
The fourth dump shows objects that aren't supposed to be on the scene (which come from the TV).
The first two screenshots show a difference in how, erm, "filtered"?, some textures are between hardware and software mode. This happens with "texture filtering" both filled and empty.
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attachment=29140]
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The next two screenshots show the missing effect on the "Doing Bad" mode in gameplay on software mode. The second of these two screenshots I took from the only YouTube video I could find of someone playing this stage intentionally badly, which is why it is recorded with a webcam in an unlit room >.>. It's kind of hard to see, but you can see the colorful noodles on the sides of the screen. You can also see that the lyrics bar is showing up even with the TV there, as it is supposed to and doesn't on hardware mode.
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attachment=29142]
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Here's something that shows up sometimes in software mode (and I also posted a dump showing this) which I believe is related to the missing effect. It's kind of hard to describe, but it is basically some sort of wavy images in front of a black backdrop some ways away from the actual image (you can see something in front of the backdrop, but not the "noodle" images in the picture).
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attachment=29144]
Is there any way to enable the post processing of DBZ Budokai Tenkaichi 3 on NTSC? I can run software at 60fps just fine but I'd rather use hardware for the higher resolution.
Hi there. Just in order not to open a new topic, i would like to ask just a few questions about this plugin i love so much (hehe). Well, i searched a lot about the plugin before asking this questions, but couldn't find the answer (or at least a good one), so, here it goes.
1 - GSDX Software Mode can use how many threads in order to improve performance (how many is it really capable of using for speed, or if in the future it will support more)? Because i seem not to notice any difference when using more than 3 or 4 GSDX Threads, even the difference between 2 and 4 is barely measurable (maybe 1 ~ 2 FPS) (and still my i7 2600K will not use more than 34% of its max capacity, with GS thread running on 100% already). Lets say, to play ratchet games (which requires the new mip map texture, that thing that was implemented (can't remember the name now) in order to show proper graphics) GSDX software mode is crucial, but it can only play it full speed with frame skipping (1 draw 1 skipped), because the GS thread is always maxed out.
2 - About the AA Support in GSDX Software Mode. I was using dolphin, and i noticed that when using internal resolution (640 x 528) with SSAA9x, the graphics would simply get extremely good, just like if it was on a really much bigger resolution. I know Dolphin uses Hardware based plugins, but would it still be possible to somehow use it in GSDX Software mode? Or at least somehow increase the internal resolution or to get a little bit more defined graphics somehow with some other post processing filters (even knowing that it would put the CPU with a pretty extra large work load on its hands)?
3 - Why do i ask this questions? Well, i figured out that the best way to play PCSX2 is with software mode. Since my CPU can handle it just fine, except in Ratchet Games (Size Matters not included), those make GSDX thread get 100% full, the other ones it runs just fine, for example, in my European version (well, i think all of them are the european version, at least i bought them all at the same store) of Sly Cooper 2 it runs up to 98 FPS (76 was the slowest i got) and my copy of Ty Tasmanian Tiger gets almost all the time 90 ~ 100 FPS, this last two are being limited by the EE, which at turbo mode gets to 100% before the GS thread does. All Speed Hacks disabled too of course :3
Thank you in advance for your time answering this questions, i'm just curious on about how this emulator will be, since it is really accurate on Software Mode.
PS: Playing PCSX2 using a normal TV, its just like playing on my normal Play Station 2, congratulations Gabest and to all the other devs, you did just simply an awesome work in this emulator!
Quote:1 - GSDX Software Mode can use how many threads in order to improve performance (how many is it really capable of using for speed, or if in the future it will support more)? Because i seem not to notice any difference when using more than 3 or 4 GSDX Threads, even the difference between 2 and 4 is barely measurable (maybe 1 ~ 2 FPS) (and still my i7 2600K will not use more than 34% of its max capacity, with GS thread running on 100% already). Lets say, to play ratchet games (which requires the new mip map texture, that thing that was implemented (can't remember the name now) in order to show proper graphics) GSDX software mode is crucial, but it can only play it full speed with frame skipping (1 draw 1 skipped), because the GS thread is always maxed out.
Well, really, the number of threads you could put in that box is unlimited (although you will crash if it is too much for your CPU...) however the optimal amount of threads to put in there for you would be 7. Since your quadcore is hyperthreaded, you have 8 threads. Therefore, if you dedicate 7 to the GS on software rendering, you leave one open for EEcore emulation. Ratchet and Clank is also plays quite weird on the emulator, so I wouldn't worry about playing that game just yet.
Quote:2 - About the AA Support in GSDX Software Mode. I was using dolphin, and i noticed that when using internal resolution (640 x 528) with SSAA9x, the graphics would simply get extremely good, just like if it was on a really much bigger resolution. I know Dolphin uses Hardware based plugins, but would it still be possible to somehow use it in GSDX Software mode? Or at least somehow increase the internal resolution or to get a little bit more defined graphics somehow with some other post processing filters (even knowing that it would put the CPU with a pretty extra large work load on its hands)?
Well, as you said, it would put a
huge strain on your CPU - CPUs are no where near being able to handle any level of SSAA. However, as CPUs get more powerful, we might start to see the software rendering menu get populated with more options that are now available on the hardware rendering menu. Sadly, you can only apply the AA1 option for now.
Quote:3 - Why do i ask this questions? Well, i figured out that the best way to play PCSX2 is with software mode. Since my CPU can handle it just fine, except in Ratchet Games (Size Matters not included), those make GSDX thread get 100% full, the other ones it runs just fine, for example, in my European version (well, i think all of them are the european version, at least i bought them all at the same store) of Sly Cooper 2 it runs up to 98 FPS (76 was the slowest i got) and my copy of Ty Tasmanian Tiger gets almost all the time 90 ~ 100 FPS, this last two are being limited by the EE, which at turbo mode gets to 100% before the GS thread does. All Speed Hacks disabled too of course :3
Actually, Ratchet and Clank
is really kind of "wonky" on the emulator at the moment, so I wouldn't worry about any slowdowns you get.
P.S. There are some incredibly rare occasions were HW rendering is more compatible than software rendering, but the general rule is that software rendering is the most realistic.
Thank You MyDreamName for those answers. Its kind of too late, since i already finished all 5 ratchet games again on PCSX2 (my PS2 is at my uncle's house, forgot it there some months ago), and the only bug i ever got while playing was one of the guns that didn't worked well (in Ratchet and Clank 2, the level 2 of the Megaturret Glove doesn't work, it just stays there jumping and jumping and jumping instead of trowing missiles at enemies), as well as i needed to use the EE Timing hack from game fixes in order for the game not freeze in some cutscenes. All other ones worked wonderfully without any hack or fix.
Well, about your recommendation of 7 threads, i only use 4 ~ 6 to play, because 7 shows no improvement over 4 or 6 threads, don't know really why. However, even with 7 threads, the CPU wont reach higher than 36% on taskmanager (even if GS thread is full with EE at 60 ~ 70%), thats why i asked what was the "real" (if there is any) number of max threads GSDX can really support in order to improve speed (since if it used all my CPU t would make Ratchet and Clank completely playable at full 50 (or 60) FPS).
Just one think if you don't mind: isn't there any way to increase the resolution in software mode (it would slow down the performance as the resolution goes higher, but the answer to this question relies on the answer you gave me above because, if it could use all cores, i guess the game could run at 1024x768 or even higher without performance issues, and this bigger resolution would make the games look a LOT better in software mode)? Or maybe one second approach, could it be used the graphics card to render the AA on software mode? This last one sounds a lot like a no, since, if i'm not mistaken, in order to apply AA to the 3D models, it should be the graphics card the one to render the 3D, right?
Thank you again for your time, i just like to know a bit more when i'm curious, thats all.
Well, as I said, the emulator really hates the "Ratchet and Clank" series - it's going to not run at 60 FPS, really, unless aggressive VU Cycle Stealing hacks are enabled (and even then, it's probably false FPS readings). So, I'd wait before coming back and touching this series because the emulation of it is generally bad.
As for 7 threads, that really is the optimum level you can set software rendering to. This is because the optimum level is one less thread than you maximum number of threads because you want to have one working on EEcore emulation. A quad-core normally has four threads, but since you have hyperthreading, you have 2*4 threads (which is 8). And since 8-7=1, that is the best you're going to get.
As for applying AA with your graphics card on software rendering, that would be a big "NO!". Hardware AA is quite buggy anyways - and if you mix hardware rendering with software rendering, you will slow down the emulation immensely.
Thank you, i thought so about the AA with the graphics card. PCSX2 used to have AA option in Hardware mode, but as you said, it was terribly buggy. I know how Hyper Threading works, i think you misunderstand my question (Or maybe is just me that can't write English correctly). I know the optimal value for me is 7 Threads, but, can GSDX """"really""""" use all 7 threads for rendering? Or is it just a "number" in the options menu? Because, in "real world testing", PCSX2 shows no improvement from 4 to 7 threads, even in non Ratchet clank series (like Sly Cooper ones, Ty and some other games i have sitting in my desk). Because, if it truly could use all 7 threads, it would be then possible to increase the internal games resolution in software mode (like Hardware mode is capable of, unless there is something technical that doesn't allow it, but i think its possible to, at least, nothing i know would stop it), getting a better gaming experience not just from quality, but from graphics too, since, at least in a lot of games i have here, shadows and some other effects are broken on Hardware mode, they just don't show up using this mode.
Basically in a short resume:
- Can GSDX really use all 7 threads at maximum speed for rendering?
- Can an option to change Internal Resolution be implemented in GSDX Software Mode in order to improve the graphics?
Sorry to extend this topic so much, i just want to clear this out, because in my point of view, this would make the emulator run a lot better (in the gaming experience point of view). About Ratchet don't worry, i'll wait, maybe it in the future will run better. This even reminds me that, like one or two years ago, i wrote to someone in the issues tracker that Ratchet and Clank series, since the new cache was at the time so unlikely to happen because of the huge performance hit it would make, it would never run on PCSX2, seeing it running and playable from begin to end its already a really big step in this emulator perfection, its in fact, something i never expected to see in the next 2 ~ 4 years hehe.
Software rendering cannot, by design, upscale the graphics.
If such a thing was possible, it'd be a hack and may not work well.
GSdx also doesn't scale that well with multiple threads.
There's just enough work to do in parallel for 3 or 4 threads, all depending on the game though.