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Quote: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.

NO!. you should not use 7 threads on a hyperthreaded processor
You should not even use 5 threads!.

you get negative returns when you go over 4. (or 6 on a hex core).
You can even get negative returns going over 1 if the game doesn't like it.
(07-21-2011, 03:19 PM)Squall Leonhart Wrote: [ -> ]NO!. you should not use 7 threads on a hyperthreaded processor
You should not even use 5 threads!.

you get negative returns when you go over 4. (or 6 on a hex core).
You can even get negative returns going over 1 if the game doesn't like it.

I Know about that, thats why i always use 4 to 6 cores (Although, since i only have 4 real cores, i should use only 3, but since i have HT i use 4 to 6 of the 8 threads available (1 thread for EE and the other 4 ~ 6 for GS, since, 6, for example will only use 3 of my 4 cores, leaving the last one dedicated to EE. 3 cores should be the value to use on a normal non HT quad core, at least that was what i got from my tests. Never had a game that didn't like more than one thread thought, almost all of them run 90 to 100 FPS on software mode and show much improvement from 1 to 4 threads, expect those who really make EE go to 100% sooner or that put just a tremendous workload on the GS thread, they get limited by the EE, but still runs pretty faster than the normal game speed.

And Rama, thank you for the answer, that explains why GSDX doesn't use all threads to 100% even when it hits 100% on the GUI. About the higher resolutions, i just wanted to know if it was possible or not. Sad to hear it would only work using an hack thought. Don't know, maybe it's one improvement like the texture cache one: just needs a really good idea to make it work good. Even if not implemented any time soon, still hope one day it can be implemented, since, software mode really tends to be the one that can do all the work without a single bug like those games that has no shadows, crazy flying graphics, bars, stripes, messed up textures etc.

Well, all my doubts are cleared now, thank you all for your time, and keep up the amazing work you have been doing on the make of this emulator!
Hi...I have a big problem with directx 11 (LOGO) real detection and FPS.
When I selected DX11, on pcsx r4819, GSDX r4819 or other pcsx2 GSDX rxxxx version, logo show just DX10(not DX 11), FPS is < 09 and the VGA have 0% activity.
When i play on GSDX 120 (valdanx) on pcsx r4819 or others pcsx2 rxxxx version, FPS is > 50, the logo is DX11 and the VGA have normal activity!
I test on Soul Calibur III.
Is just a GSDX problem, because GSDX 120 ValaDanX version is ok, and GSDX r4818, r4819, r4820 or others pcsx2 version is not.

My cfg. is: windows 7 ultimate x64, Intel CPU=Q9550 (2,8ghz), 4gb ddr2(1066), VGA=HD5770, real DX11(1024MB), my VGA catalyst driver version is 11,6.
I have install VC++ 2008 and 2010, directx_Jun2010_redist, DXSDK_Jun10, dxwebsetup.

PLEASE HELP ME!
Try with GSdx r4600 included in the PCSX2 0.9.8 download: http://pcsx2.net/downloads.php
Soul Calibur III being slower is an issue from a somewhat recent TextureCache fix.
Oh and you might want to try the "Allow 8-bit textures" option for SC III too.
(07-24-2011, 03:29 PM)Cristo4pcsx2 Wrote: [ -> ]valdanx
I haven't heard of a valdanx version before. I googled it and it turns out its a pcsx2 fork started by valdanx, which since picked up 2 additional contributors... http://code.google.com/p/valdanx/

The weird thing is that, looking through their code, I see one or two extra options and the rest is just bugfixes. Makes me wonder why they don't just contribute said bugfixes to the main project.

EDIT: Also bears mentioning... they say that their code is "Eclipse Public License v1.0"... however the PCSX2 project is GPL. I don't think they have the right to change the license type this way.
In Ty the Tasmanian Tiger 2: Bush Rescue (SLUS-21057), there's two nagging graphical quirks that have really been noticeable within the first few hours of gameplay. Currently using SVN 4819 revision of PCSX2.

The first bug I encountered was that the map didn't properly display in hardware more. The top half of the image is fine, the bottom doesn't show (though any objective points will be displayed on the empty space). Flipping to software mode resolves the issue. Noticed the problem in the Burramudgee Town, Frill Neck Forest, and Southern Rivers sections so far, but it may occur in other sections where I didn't use the map. The minimap on the lower right seems to work fine; I believe that only the map in the pause screen is affected Toggling texture filtering and 8bit textures had no effect:
[attachment=29173][attachment=29174]
Save State
GS Dump

More gameplay-affecting was when visiting the Frill Neck Forest section. The bottom half of the screen was corrupted, while the top half of the screen was fine. Again, correctable by flipping to software mode. Toggling texture filtering and 8bit textures had no effect:
[attachment=29175][attachment=29176]
Save State
GS Dump

Double checked both of these against DX9 hardware/software and SDL with predictable results (HW mode = same problem, SW modes = same solutions).

CPU Intel i5 2500k 3.3GHz @ 4.3GHz
Memory 8GB DDR3 1333MHz RAM
Video Card NVidia GTX570 (275.33 drivers)
Operating System Windows 7 Home Premium 64 Bit Service Pack 1
PCSX2 r4819

(edited to clarify where I've noticed the map issue occurring)
(07-24-2011, 04:12 PM)Shadow Lady Wrote: [ -> ]Try with GSdx r4600 included in the PCSX2 0.9.8 download: http://pcsx2.net/downloads.php
Soul Calibur III being slower is an issue from a somewhat recent TextureCache fix.
Oh and you might want to try the "Allow 8-bit textures" option for SC III too.

Thank...gsdx r4600 (MSVC 15.00, SSE41) 0.1.16 [gsdx-SSE4-r4600] works well (50 FPS) ... except the logo GSDX10 problem (and I think runs on DX10 instead of DX11).
I checked "Allow 8-bit textures" option and no FPS diference.

Any other gsdx versione since 4604 (MSVC 16.00, SSE41) 0.1.16 [GSDX32-SSE4] does not exceed more than 20 FPS.

The latest version of valdanx (GSDX 120) runs on DirectX 11 (show DX11 logo) and get more then 50. FPS.
(07-24-2011, 05:09 PM)taltamir Wrote: [ -> ]Makes me wonder why they don't just contribute said bugfixes to the main project.
I don't know man...very strange people.


(07-24-2011, 07:14 PM)roushimsx Wrote: [ -> ]The first bug I encountered was that the map didn't properly display in hardware more. The top half of the image is fine, the bottom doesn't show (though any objective points will be displayed on the empty space). Flipping to software mode resolves the issue. Noticed the problem in the Burramudgee Town, Frill Neck Forest, and Southern Rivers sections so far, but it may occur in other sections where I didn't use the map. The minimap on the lower right seems to work fine; I believe that only the map in the pause screen is affected Toggling texture filtering and 8bit textures had no effect:
More gameplay-affecting was when visiting the Frill Neck Forest section. The bottom half of the screen was corrupted, while the top half of the screen was fine. Again, correctable by flipping to software mode. Toggling texture filtering and 8bit textures had no effect:

I think it is a "VU Cycle Stealing" problem. Try to up or down "cycle" on the speedhacks options.
(07-24-2011, 08:08 PM)Cristo4pcsx2 Wrote: [ -> ](...)
except the logo GSDX10 problem (and I think runs on DX10 instead of DX11).
(...)
The latest version of valdanx (GSDX 120) runs on DirectX 11 (show DX11 logo) and get more then 50. FPS.

1. Logo doesn't cause any performance issues. xD
2. The DX11 and DX10 are pretty much same, that's probably why they share the same logo.
3. Shadow Lady told you exactly why you get speed issue in new version.(Issue from texture cache fix.)
Minor bug in GSDX 4600. In Resident Evil 4, the Thermal Scope doesn't render properly in HW mode. [Solid purple; not picking up heat]. SW works fine though...

CPU Intel Core i7 2600k 3.90GHz
Memory 8GB DDR3 1333MHz RAM
Video Card Nvidia GTX 570
Operating System Windows 7 Home Premium 64 Bit Service Pack 1

HW Mode:
http://imageshack.us/photo/my-images/845...malhw.png/

SW Mode:
http://imageshack.us/photo/my-images/232...malsw.png/

[posted the links, as for some reason, the images won't embed right...]
(07-24-2011, 09:04 PM)miseru99 Wrote: [ -> ]1. Logo doesn't cause any performance issues. xD
2. The DX11 and DX10 are pretty much same, that's probably why they share the same logo.
3. Shadow Lady told you exactly why you get speed issue in new version.(Issue from texture cache fix.)

1. I understand ... so from the version (GSDX) 4604 and to the last, can not have more than 20 FPS for "Issue from texture cache fix".
2. Is not posible to fix that big issue?
3. Directx 11 is much better than directx 10.0 or 10.1 because she have a good teselation, Direct Compute 5.0 and a good cooperation CPU+GPU (on opencl or CUDA).
4. I am not interested the logo, the options on the plugin are DX10 only.
5. Thanks for your time!
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