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EmuCR: PCSX2PCSX2 Git (2016/04/21) is compiled. PCSX2 is an open source PlayStation 2 (PS2) emulator for the Microsoft Windows and Linux operating systems. With the most recent versions, many PS2 games are playable (although speed limitations have made play-to-completion tests for many games impractical), and several games are claimed to have full functionality.

PCSX2 Git Changelog:
* gsdx: add a small comment to ease code reading
* gsdx-linux: remove custom resolution from the GUI
It would be replaced by a float resolution factor
* gsdx-ogl: reduce length of debug message
* gsdx-ogl: require GL_KHR_debug
Will reduce the slowdown on debug build
* gsdx-ogl: GL_ARB_copy_image is now mandatory
* gsdx-ogl: remove the geometry shader blacklist for Gallium Mesa drivers
* Merge pull request #1281 from PCSX2-Alpha/NTSC_saturation
GSDX: Remove some unnecessary/dubious hacks
* GSDX: Remove dubious/unnecessary hacks
* Silent Hill 2 doesn't need the CRC hack
* GSRenderer: no need to explicitly set bottom value for r.
* Texture Cache: Removed a check which couldn't possibly enter true
branch.
* GSDX: Add an option to disable NTSC saturation
v2: convert it into a member variable.
* Merge pull request #1222 from PCSX2/gsdx-black-fmv
Gsdx black fmv
* gsdx hw: GS can draw 2 frames in a single framebuffer
So let's increase the height. It will increase the memory requirement on some games
v2: try to do it automatically
(not sure it will useful as most game will requires it)
v3: let's back to an hardcoded 1280 size. It generates too much issue
* gsdx tc: re-implement frame lookup
Try to avoid random black screen frame
v2: don't force the preload hack on the frame
It creates a ghost image over FMV
v3: support offset within a frame
* gsdx hw: Add an alternate draw call for FMV rendering
The long story:
Game blits FMV far aways of the RT which is actually the input of the RO texture...
Currently GSdx suffers of 2 bugs.
1/ RT is too small
2/ texture isn't properly updated with the rendered value. Texture is invalidated
but it reads back the pixels from the GS memory whereas the correct
value is located on the GPU.
This commit will replace the standard draw by a manual blit. Therefore it avoid
size issue and bad upscaling issue.
v2:
* Use various copy to be more compatible with dx api
* Move all part of the hack info the BlitFMV function
v3: add log message
* gsdx tc: add an invalidation procedure to drop sub rt
It will be used in next commit. However, it might not be the best solution
* gsdx tc: implement a read function of Source texture
It will be used in the following commit
* gsdx tc:invalidate RT when a texture is written inside it
It often happens the game try to upload the FMV directly which typically
gave a black screen.
Commit fix rules of roses and I hope various black screen FMV
Performance impact must be tested, and I'm afraid of strange texture cache behavior.
V2: check the size of the transfer too
V3: add support of 16 bits format
V4: avoid division by 0
* gsdx tc: store a hint on the target size
The hint is based on the rendering

Download: PCSX2 Git (2016/04/21)
Source: Here

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1 Comments:

  1. IS this simply updates can you not download any of the emulators found on this site?

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