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EmuCR: rpcs3 rpcs3 Git (2017/12/02) is compiled. RPCS3 is an open-source Sony PlayStation 3 emulator and debugger written in C++ for Windows and Linux. The emulator has been in development since early 2011 and currently supports modern DirectX 12, Vulkan and OpenGL renderers. The emulator is capable of booting and playing a decent amount of commercial games and PlayStation 3 SDK samples. Many more titles are also becoming playable with future development by contributors.

rpcs3 Git Changelog:
* Input: handle MMJOY reconnection (pad still needs to be online on start)
* Input: improve evdev and mmjoy stick input
* Qt: Fix SettingsDialog crash introduced by removal of groupboxes
* Input: Fix filter button for evdev and DS4
* Input/MMJOY: handle Axis and POV capabilities
* gl/vk: Better handling of inter-format data copies
* rsx/fp: Properly implement PK/UP instructions based on NV_fragment_program documentation
* gl: Implement rgba8 -> fp16 casting pass
* rsx/fp: Implement register gather (only for UP(X) instructions)
* vulkan: Do not clear non-existent surfaces
* rsx/fp: Reimplement PK(X) and UP(X) opcodes. The read back values are obviously in normalized range
* rsx: wcb scaling fixes
* gl: Minor wcb tweaks
* rsx: Fix texture cache memory usage statistics
* rsx: method register fixes
* rsx: Discard queue if RET is found without CALL
* rsx: Changes to surface pitch handling
* vk: Compliance fixes; vkCmd state affects currently bound descriptor set!
* rsx: Fixes for framebuffer setup code
* rsx: Fixes
* rsx: Texture cache hotfixes
* gl: Avoid null deref
* rsx/fp: Do not apply input mods to all types of inputs
* rsx: More tuning for depth/color buffer selection
* rsx: improve depth/color contested memory allocation heuristics
* gl: Fix face winding
* rsx: Reimplement depth <-> RGBA reinterpretation code
* fp32 precision on GPUs is embarassing
* vulkan: Implement overlay shader passes
* rsx: Zcull refactoring and vulkan implementation
* vk: Dont always assume framebuffers exist
* rsx/gl: Use strict method of gathering the depth buffer bits
* rsx: Try to take the context for the surface creation into account
* rsx: Improve framebuffer check heuristics for contested memory buffers
* rsx: Major fixes
* rsx: Add more validation to framebuffer setups. Game devs sometimes do crazy things
* rsx: Minor improvements
* rsx: Invalidate both depth and color surfaces when binding a new surface
* spu: Fix interrupt jump check - also change interrupt variable to atomic bool for ease of setting/checking
* mfc: Fix support for list transfer stall bit with partial support for out of order execution - Also give Sync commands a size so they are properly detected by queue checks
* spu: Recompiler Interrupt optimizations - Pigeonhole optimize for branching pattern that is used to enable and disable interrupts used in code, this should lower amount of blocks that are compiled and avoid falling out of a block - Recompiled interupt check in some cases to stay in block instead of falling out to dispatcher
* spu: Implement DFCMGT for interpreter and recompiler
* sys_memory: Lower maximum size for memory block to fake OS size - Report available memory minus another fake block that can be used for the OS

Download: rpcs3 Git (2017/12/02) x64
Source: Here



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