..:: PCSX2 Forums ::..

Full Version: GSdx
You're currently viewing a stripped down version of our content. View the full version with proper formatting.
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563
I mentioned awhile back some issues with the minimap in P3:FES, and from what I was told it was kind of impossible to fix, due to it requiring perfect pixel alignment. I figured oh well, and I moved on. Recently though I was told by someone to try a really old version of GSDX, which to my surprise actually fixed various graphical problems with the game, albeit introducing a minor new one in the process.

Comparison Shots:
[Image: P3-GSDX-2.jpg]

The odd shadow bug in the menu is fixed, and the minimap is rendered perfectly, though the character portraits suffer from a small artifact whenever they blink. (It's not there normally, and since blinking happens so fast it's not that big a problem.)

It's also worth noting that earlier versions (890 and earlier or so) suffer from all kinds of graphical glitches elsewhere, like flickering and garbled floor textures, but 950 seems okay so far that I've played. Haven't noticed anything yet aside from the blinking artifact.

I just figured I'd post this for future reference in case anyone else cares\is interested. Though I'd also be curious to know (I'm a curious creature by habit) why this terribly old plugin manages to render the minimap correctly when the issue itself sounded terribly complex from how I first heard it. Were some tricky hacks in place or something? And if so, is that why the portraits artifact? Or is that a separate issue..? Ah well, no big deal if my curiosity is asking for too much, I'm just glad to have found this workaround for the problem.
Run around a bit more. Is the map still perfect when more tiles are uncovered?
The minimap? Yeah, the entire minimap is correct in that version.

Example:
[Image: P3-Minimap_GSDX.jpg]

It may be worth adding that Checked Texture filtering will cause linebreaks in the minimap tiles on r950, but the alignment itself remains intact. Square\Grey ticked texture filtering doesn't cause this to happen though. Also this is using the DX10 Hardware renderer. The DX9 version and all software versions (including the DX10 software renderer) have the broken minimap exactly as it is seen in the current version of GSDX.

The "artifact" in character portraits when they blink also seems to be more of an alignment issue than an actual artifact, and any renderer or plugin that gets the minimap wrong seems to have the blinking alignment correct in portraits. This leads me to suspect whatever fixes the minimap is what's breaking the blinking animation. (Although of the two, I'd rather have broken blinking considering it's fairly non-consequential, and the minimap by comparison is much more practical..)

As a sidenote, the shadow bug on the portraits in the menus? That seems to have started at r997 or so. Prior to that revision, the portraits in the menus were fine. Interestingly enough the minimap is still correct in r997 too, it doesn't appear that the minimap has problems on the DX10 renderer until r1341.. Everything up to r1340 has the minimap looking correct in the DX10 renderer.

It'd be interesting if a P3 specific hack could be added in a newer GSDX for the minimap, based on whatever makes it work in older revisions.. but I realize that's probably asking for too much.

In case you wanted to test this yourself, I've attached a memory card containing a P3:FES save (US Version) - it's during the party's first visit to the main dungeon of the game.
I have a save to test thise, thanks. Also thanks for testing so far Tongue2
The shadow draw order is unrelated to the aligment problem.
So a "bug" in the Dx10 HW render had nice mipmap without weird shadows and stuff? Cool.
Just gotta bring the bug back... and to every render. =D
(09-15-2012, 09:48 PM)rama Wrote: [ -> ]I have a save to test thise, thanks. Also thanks for testing so far Tongue2
The shadow draw order is unrelated to the aligment problem.

Oh yeah I figured it was unrelated. Just mentioning it all the same.
And no problem. As I said earlier I'm a curious creature by habit.. If my curiosity helps in some way though, awesome. ^^


(09-15-2012, 09:53 PM)KrossX Wrote: [ -> ]So a "bug" in the Dx10 HW render had nice mipmap without weird shadows and stuff? Cool.
Just gotta bring the bug back... and to every render. =D

Haha, it's weird isn't it? ^^
From what I understand, there are certain functions that can't be produced such as the infamous D3D Blending due to the limitations of the Direct X API.

Since the DX11.1 release is fast approaching and opens more hardware accessibility do you think that these functions (D3D Blending) can be produced?

Also, in the mean time are there any work arounds that can enable D3D blending besides using the software renderer? Pseudonym suggested in June this year that such a work around exists but hasn't been implemented however he didn't specify what the work around was and where it's to be implemented in the source.
I don't see any new blending modes: Direct3D 11.1 Features. Lots of functions that must NOT be used when deploying Windows Store apps though. (hmm...)
not sure if the blending couldn't be faked with D3D10.1 shaders anyway :<
One question. May have been asked already but I will rephrase it. Since my PC is an Ivy Bridge and it supports both SSE4 and AVX I can notice a gain in speed in AVX in software mode. But in hardware mode, should it be the same or I should swap to SSE4? Or better, AVX may be superior to software rendering to SSE4 but is it equal or inferior to hardware mode in any aspect? Also I think the AVX implementations on AMD and Intel processors are a bit different right?
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563