GSdx: OSD improvements and port to Direct3D10/11.
Gsdx-HW: implement fixed TEX0 for all renderers. GSdx-HW: Fix half-bottom screen issues on texture/color shuffling.
Q2 2018 - Q2 2019 progress Report highlights, read the full report here. GameDB: The database has been once again updated with the inclusion of many games with required gamefixes, as well as removal of gamefixes which are no longer needed. PCSX2: Translations have been updated for the release of 1.6.
PCSX2: Improved pointer patch command handling.
PCSX2: First Time Wizard now properly selects the correct GSdx plugin based on the highest instruction set supported by the CPU. PCSX2: Fixed the emulator hanging when pressing F9 to toggle rendering between Hardware and Software mode too fast. PCSX2: Fixed the emulator hanging when pressing F9 to toggle rendering between Hardware and Software in some occasions. PCSX2: Fixed the emulator hanging when pressing F4 too fast when toggling the Frame Limiter in some occasions. PCSX2: Reverted back to older VRender/VBlank timings. PCSX2: DI execution is delayed by one instruction. PCSX2-tas: TAS Recording functionality has been disabled for 1.6 release as there are some issues to work out (such as hanging/locking up the emulator). PCSX2: Prevent the UI from hanging/locking up when a game boots. PCSX2 now ignores non-existent disc sector reads.
GSdx-GUI: Hardware hacks GUI has been updated for better usability.įixed the noise generator outputting 4.8 kHz tone instead of white noise. GSdx-D3D: Blend no Barrier support has been ported from OpenGL to Direct3D 10/11. GSdx-FX: The TFX shader on Direct3D10/11 has been rewritten to match OpenGL code and its' accuracy for certain effects. GSdx-HW: Sprite Hack has been completely removed as it is no longer needed and is replaced by far better alternatives. This also allowed us to reduce the crc hack level so there are less effects skipped. GSdx-HW: Added a dedicated fix for Big Mutha Truckers which allows to render the shadows properly. GSdx-HW: Implemented Software Sprite Renderer feature which allows to CPU emulate (SSE accelerated) certain sprite draws directly from the HW renderer. GSdx-HW: Improve search/invalidate texture in render target by correctly matching vertex offsetted draws with buffer offsetted reads in the texture cache. Speaking of which, I should see how well one of the PSP Ratchet and Clank games works.Q3-Q4 2019, Q1 2010 progress report highlights, read the full report here. I'm going to be honest, the only game I've played on PPSSPP was Wipeout Pulse, but it has insanely nice graphics for a PSP game from what I can tell, and I can run it at many times the normal resolution without a hitch. I also remember trying to get Ratchet and Clank: Going Commando to work on my friend's i7 box, since the mipmapping in that game's engine only works properly in PCSX2's software renderer, and I figured that throwing a bigger CPU at it would help, but it was still slow. This was with a good amount of overclocking, no less. I was able to run a few games well (namely Odin Sphere and Katamari Damacy), but most had problems. I'm using a Core 2 Duo E8500, though to be fair, the last time I used PCSX2 was back when it was just a Pentium Dual Core E6300. Any decent i5 or AMD phenom II will emulate it fine. Also what are you using, a toaster? PCSX2 emulates fine on my newest computer AND my second to newest computer. I think it has to do with synchronizing the PS2's multiple processors.