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gsdx-texture-cache: Improve fix for snow engine game #575
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Compiled and tested the plug-in: Baldur's Gate: Dark Alliance -> still good, haven't noticed any new issues Used same settings, game versions and PCSX2 version as I did with my previous tests. Nice work! EDIT: also tested some other games to see if any new problems had appeared: |
Instead to hardcode the half-buffer size to 0x140, the new code compute it. To avoid regression, I limit the code to big target (>= 1024 pixels)
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EDIT: People who have been linked here by video tutorials, etc. should update to the latest development version from here instead of using this very outdated plugin |
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good initiative |
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What a coincidence, just did a short 5h marathon playing Champions of Norrath co-op with a friend - Dolphin sadly started to shit itself playing Baldur's Gate 1: Dark Alliance from where we stopped last week. :( |
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Will the need for NTCore's 4GB patch go away when PCSX2 goes fully x64? |
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On linux we have 4GB as default on 64 bits kernel. However I do think it is possible to reduce memory consumption. First we need to find the source. Then find a solution :p |
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Can confirm Champions: Return to Arms has been fixed. Also tested Tekken 5, no new issues to report. |
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@karasuhebi |
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Ok. Let's go in the wild. LA flags doesn't solves VRAM limitation neither performance drop. Code can be fixed (nearly sure) |
gsdx-texture-cache: Improve fix for snow engine game
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Updated to a5fe847, tested again: Both Baldur's Gate: Dark Alliance games work fine - same as previous version tested. Both Champions games have a new problem: right side of the screen is stretched and far right side is cut off - this occurs at native resolution and at multiples of native resolution. GS dumps and screenshots. Software mode works normally. Also tested Drakan: The Ancients' Gates: it works normally at native resolution and multiples of native resolution, but custom resolutions don't work - if custom is selected the game renders at native resolution. I'm not sure if this issue is new to this particular build - might have appeared due to some other recent change(s). I remember custom resolutions working correctly in Drakan with the PCSX2 1.2.1 release. EDIT: seems like custom resolutions are non-functional in everything (that I've tried) except the Snowblind engine games - they still have issues with them, but at least the resolution is applied... |
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@refractionpcsx2, it seems height detection is not yet perfect. Custom resolution is broken due to auto detection support. I think Ref want to remove it completely. |
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I thought I did last night ? |
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In 0a46729 it has been changed so height is set based on the buffer width again and set before the custom resolutions are selected |
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Tested 0946958 - Champions games fixed, Baldur's Gate games still good :) Update: tested b5171df : Baldur's Gate games still good (tried native res through to 4x native). Tried different resolutions in Drakan: The Ancients' Gates - native res, 4x native, custom res 1440x1080, and custom res 3840x2160 (with widescreen patch) all worked fine :) Update 2: tested 95c2622 : Baldur's Gate games still good. Custom resolutions still working in Drakan. |
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What about performance? I used the fix and the screen looks great at 4x native, now the only problem is FPS |
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Performance isn't important currently. Priority is on accuracy. |
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Might not need it anyway, I got the latest SVN and have speed hacks set to around 2 on both and am playing the beginning of Champions at constant 60 frames, performance problem might be solved for me but the beginning isn't as performance intensive as the rest of the game. |
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Nope, still slows to 34 fps in caves. |
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Hi, thanks for your work. I am new in the emulator world and I need some help. I have downloaded the plugins from Dreadmoth and put all the files in my pcsx2 folder. Do I need to enable something somewhere because I still can't play Baldur's Gate Dark Alliance. |
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Frm dreadmoth? Just get the latest git build from pcsx2.net, it should be working fine |
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Yeah, the latest git build should work and should have less graphical issues than the plug-in I uploaded early last month (which is missing a lot compared to the current version). Make sure you apply the 4GB patch to the pcsx2.exe, otherwise you might get frequent crashes. |
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Okay, so I have downloaded the latest GIT build but BG: DA is still cut in half - and runs extremely slow when run in SW mode but with the half screen fixed. (I believe it is, when I press F9). Do you guys know if I do anything wrong here? |
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Sounds like you're using a custom resolution where the width is less than 1280. use the Native x# options or Native Resolution |
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It is a fresh install, so I haven't changed anything in regards to resolution. The res I see in options is 640*480 - I have also applied the 4GB patch which helped a bit with the speed when run in SW but it is still extremely slow. |
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Yeh use hardware mode with one of the scaling options, not the custom resolution, that will break it. even if you use Native if you want it smallish. |
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Okay nice, so I played around with the settings to get the best result. Now it runs 100% smooth with no hiccups or anything, and even cinematics looks nice with no robot voice. I used the Direct3D11 renderer and 2x native scaling with 8bit textures enabled. |
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No problems :) There will be crashes and slow points, the game eats memory, so make sure you save often :) |
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@SWEG1337 Glad @refractionpcsx2 was able to help you out, but please next time don't clutter up the discussion for a Pull Request with support questions. That's what the forums are for: |
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I cant even find a download button |
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This is merged in pcsx2. |
Instead to hardcode the half-buffer size to 0x140, the new code
compute it.
To avoid regression, I limit the code to big target (>= 1024 pixels)
Please test it (on any games)