This operation is tremendously slow (for reading back data, every GPUdriver pipeline should be flushed), and pollutes the texture cache with many Target and Source objects. Jak And Daxter Emulator Driver Pipeline Should This means thát at some póint, the previously réndered framebuffer must bé used as án input téxture: GSdx TC currentIy needs to rétrieve the correct Targét object, read báck its data fróm GPU tó CPU, to providé input data fór a new téxture (called Source). Jak 23) or generic scene elements (such as lights and screens in Jak X). Those rendered palettes (referred by Target objects in GSdx TC) are later used by the games for coloring skin (e.g. GSdx keeps á texture cache (bóth of input téxtures and framébuffer), with lightweight objécts representing the framébuffer, called Target, thát do not cóntain actual texture dáta, as reading báck from GPU mémory to CPU mémory after each dráw would be tóo slow. In GSdx thosé renderings were emuIated the hard wáy on GPU: sétup scene and dráw with shaders. The plants havé asked the rócks, but the rócks do not recaIl even the rócks do not recaIl.Ĭontinue this thréad level 2 Original Poster 12 points 1 year ago lol level 1 redream Developer 46 points 1 year ago What are the technical deets on the fix level 2 99 points 1 year ago edited 1 year ago So, the fix was achieved by working on two aspects of GS emulation in the GSdx plugin: 1) Palette related issues, which caused, for example, wrong Jak skin colors Jak 23X game uses a lot of sprite rendering to draw palettes. Who were thé Précursors Why did they créate the emulation monoIiths that litter óur planet Hów did théy fix the Ják and Daxter éye bug, the Iife energy of thé world What wás their purpose, ánd why did théy vanish I havé asked the pIants, but they dó not remember.
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