no it doesn't add quality to the textures. 256 colors stay 256 colors no matter if stored RGBA or indexed and the palette.
not sure about usability under dx10/11. i'd guess no problem. it saves memory but the textures are sampled twice.
(12-14-2011, 02:06 AM)tsunami2311 Wrote: [ -> ]well i only ask cause turning it off adds a bit more to the memory used, but i dont see no difference pq wise. in this day and age does the setting really matter for DX10/11 cards
try playing xenosaga 2/3 with it turned off
I will soon as i track down copys of the games. I actual want a HD verison of all 3 game on one bluray but i dont see that happening ever
Has MGS3 ever looked right on gsdx or is it just impossible?
synce, MGS3 runs "perfectly" (at last to my knowledge) on GSDX on Software mode. Obviously the performance very low.
I think only Gabest could answer if there is any plan to emulate MGS3 fullscreen shaders & reflection mode in Hardware Mode. But I don't see it happening any soon.
Yeah, MGS3 is already emulated perfectly, just that no modern hardware can run it full speed. I can run Okami full speed in software mode, yet MGS3 still drops to 30fps during a lot of the cutscenes. The question should be, if Okami will ever be emulated perfectly because there are horizontal lines everywhere when you go into "paint" mode, but at least the filter is still intact.
Whoops, I mean square boxes everywhere in certain angles only when you enter paint mode with the brown paper filter. Is that ever going to get fixed?
MGS3 cutscenes are the most demanding I've ever seen on ps2.
Okami, I never played it, just testing the beginning until you get the controls. Please give me a .gs if it's not emulated correctly in software mode.
MGS3 cutscenes take alot on PCSX2, because it typically uses the same render that it does in-game. And it looks 90% right in Software mode.
did gsdx-ogl for linux done and when will you start windows version porting
gsdx-ogl is done by
Gregory. What do you mean. GSDX is a Windows Plugin and uses DirectX/SDL.