Custom textures are COMPLETELY BROKEN in the latest build, going back to the June 8th build.
Custom D3D Version with massive performance boost and a lot of rendering fixes
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06-16-2014, 07:57 AM
i have discovered weird bug in resident evil remake (ntsc) i cant push any object in game like:furnitures,statues....etc , tested both first and second versions of your branch and both suffer from same bug , latest master revision 4.0.1871 don't have this bug using exactly same settings .
06-16-2014, 08:11 AM
G-Sync works with OpenGL when "Use Fullscreen" and "Keep window on top" are checked, but no combination of options enables G-Sync with Direct3D. I was wondering if you could look into this. It's nice to have all the benefits of no v-sync with no screen tearing.
06-16-2014, 09:12 AM
(06-16-2014, 08:11 AM)TSM Wrote: G-Sync works with OpenGL when "Use Fullscreen" and "Keep window on top" are checked, but no combination of options enables G-Sync with Direct3D. I was wondering if you could look into this. It's nice to have all the benefits of no v-sync with no screen tearing. I do not care about gsync as it is mostly bullshit of nvidia… Triple buffering allow to enable vsync still with framerate variation for example and it works on all hardware. The d3d backend does not manage the swapchain very well and fullscreen depends on that, that's probably why your gsync does not turn on. But bumping the thread every two post about it will not help it to move forward in the priority list… I take note about the custom texture thing, it was excepted as the last build was really dirty wip on the texture cache for the gpu texture decoding stuff. I also take not on the resident evil bug and will look at it. The sonic adventure 2 is something i was excepting to happen sooner, that's a thing i did not protect enough yet because the previous code around it is quite badly written and in normal circumstances ( a wii not sending millions of triangles at once with a single configuration ) was unlikely to happen
Here is some long standing bugs that might interest you, Borders appearing around games.
Sonic Heroes http://s17.postimg.org/8lnplk10v/sonic.jpg Timesplitters (bottem right corner) "NTSC" field rate/ordering is also broken and effect "PAL" games.. Every PAL Game produces this warning Code: "HW\VideoInterface.cpp:530 W[VI]: PAL game is trying to use incorrect (NTSC) field ordering" 06-16-2014, 10:00 AM
GIR: You may be interested in some of magumagu's XFB branches, they seem to fix a lot of random bugsl ike this.
06-16-2014, 09:17 PM
The resident evil cannot push is related to the instruction fselx that i jitify in my branch, master always fallback to interpreter. Code looks right so i will see with the jit expert, nice catch by the way.
06-16-2014, 11:38 PM
galop1n: I guess EFB2Ram isn't always on, but a few bugs (namely Mario Galaxy 1) that used to only happen in EFB2Ram are now happening in EFB2Texture. Aka, the lights getting lined when upscaling.
06-17-2014, 04:02 AM
I was slightly wrong, D3D has always had the bug in EFB2RAM. 1x IR is correct on both backends, 4x IR on OGL with EFB2Ram set is also correct. 4x IR in D3D and 4x IR in OGL in EFB2Texture are glitched. D3D has no differences between EFB2Ram and EFB2Texture.
D3D 4x IR - https://dl.dropboxusercontent.com/u/484730/D3D4xIR.png D3D 1x IR - https://dl.dropboxusercontent.com/u/484730/D3D1xIR.png OGL 4x IR EFB2RAM - https://dl.dropboxusercontent.com/u/4847...FB2Ram.png OGL 4x IR EFB2TEX - https://dl.dropboxusercontent.com/u/4847...FB2Tex.png |
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