^ Yeah, it would also prolly make me wish I had gone for an 8 core. But if it was an option it would definitely be useful. If this is a doable thing then I definitely approve of it being done.
(07-06-2014, 12:19 PM)Blyss Sarania Wrote: [ -> ]What a lot of people don't consider is 2x rendering is actually 4x the pixels, since you are doubling both horizontal and vertical. 3x has 9x the pixels. So I really think anything beyond 2x is not gonna happen with a software renderer, based on my limited understanding of it. Even 2x would be a major stress.
Depends on game I suspect overclocked Haswell can run some less intensive games at higher resolutions than 2x in software mode. And someone like me can play with very low fps anyway. But yes even 2x would be great.
(07-06-2014, 10:06 PM)Monochrome100 Wrote: [ -> ]Depends on game I suspect overclocked Haswell can run some less intensive games at higher resolutions than 2x in software mode. And someone like me can play with very low fps anyway. But yes even 2x would be great.
How do you stand the laggy audio? Or do you just turn the audio off? That's what really bugs me about lag in some games.
^ Well for anything but really severe lag you can set async audio mix in the SPU2x plugin settings, this allows the audio to run independent of the video and thus at full speed even if the video is a bit slow. This is perfect for ~5FPS slowdowns too because usually unless it's maybe a racing or FPS game your brain won't really notice the difference if the audio is full speed.
I'm not entirely sure if this is the right place to report this, but, in software mode of GSDX, I can't get Driv3r to look right. It could be some kind of CPU error causing graphical glitches, but, I figured I'd post it here. I searched and found threads on the hardware glitches but not software problems like this.
Hardware bugs for reference -
Software rendering problems -
Additionally, in software, cars will randomly change to their various colors as you drive, instead of just staying one. It looks like some kind of broken fog effect in motion. I can't find any way around it.
Should add that I'm using the June 18th SVN and the GSDX version is 0.1.16
^ I've not seen this before, and I don't own the game to test. It seems to be a known issue in the compatibility report though:
http://forums.pcsx2.net/Thread-Driver-3-...7-U--28675
Quote:Bugs:
Too many to count. Completely screwed graphics in gsdx hardware mode. Looks better in software mode, but missing all sorts of detail (colors, texture detail, etc..). Able to see what is going on enough to be TECHNICALLY playable, but not playable on an enjoyable level.
This is where to report GSdx bugs though, so you came to the right place!
Texture detail is there most of the time, it's this weird gray moving fog that's the problem. It's definitely different than the screenshot there; for instance, Tanner (the character) is properly textured in latest builds.
I'm getting some rendering bugs that are only present in OpenGL hardware mode (i.e. they work in HW DX11)
Are these bugs expected or should I report them somewhere?
for reference, the output from GSDX about my OpenGL is as follows;
Code:
3.x GL context successfully created
Failed to find glUniformSubroutinesuiv
Failed to find glGetTextureSamplerHandleARB
Failed to find glMakeTextureHandleResidentARB
Failed to find glMakeTextureHandleNonResidentARB
Failed to find glUniformHandleui64vARB
Failed to find glProgramUniformHandleui64vARB
Supported Opengl version: 3.3.0 on GPU: GeForce GT 520M/PCIe/SSE2. Vendor: NVIDIA Corporation
Note: the maximal version supported by GSdx is 3.3 (even if you driver support more)!
INFO: GL_ARB_separate_shader_objects is supported
INFO: GL_ARB_gpu_shader5 is supported
INFO: GL_ARB_shader_image_load_store is supported
INFO: GL_ARB_clear_texture is not supported
INFO: GL_ARB_buffer_storage is supported
INFO: GL_ARB_shader_subroutine is not supported
INFO: GL_ARB_explicit_uniform_location is supported
INFO: GL_ARB_texture_storage is supported
INFO: GL_ARB_shading_language_420pack is supported
INFO: GL_ARB_multi_bind is supported
INFO: GL_ARB_bindless_texture is not supported
INFO: GL_NV_depth_buffer_float is supported
Edit: I'm using a build from the Buildbot dated Feb 3 2014
Gregory is the only one working on GSDX OGL(GSOGL...?) I'm sadly not sure if this is or isn't the right place for it, I'd send him a PM just so he is aware and he of course can tell you where to post it.
Any reason why you want to use OGL over DX? far be it from me to tell you what to do, Just curious