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Here you can find the latest PCSX2 Git revisions and their respective changelogs. The downloads are courtesy of Orphis' build bot, which he provides totally free of charge Smile Thanks Orphis!
You can click on the revision number to check out the git revision page and the download button to get them (you will be redirected to Orphis' page). The top revision is the latest,which means it includes all changes from all previous ones.
You need to install the Visual C++ 2015 redist to run these builds.

Revision Author Age Changelog Download
1f44c4bsudonim11 day,9 hours ago

SPU2-X: PSX games should be able to read ENDX correctly now, which is
important functionality for many sound engines.
Fixed two other obvious errors in the psx compatibility merge, probably

8fdf973gregory381 day,15 hours ago

gsdx glsl: add basic support of GL_ARB_enhanced_layouts (GL4.4)

Hardcode location of interface to the location 0. If I understand the
spec correctly (unlikely), variable in interface will get successive

Goal is to reduce driver work. Instead to compute some location based on
name matching approach (and silly validation), the driver can now use
static allocation.

Tests on future Mesa 13 are welcome

b1f2d27gregory381 day,17 hours ago

gsdx: move Haunting Ground CRC to dx level

264b764gregory381 day,19 hours ago

gsdx tc: improve haunting ground hack to remove the bloom effect

Just clear the buffer. The generic solution will be a copy from buffer A
to buffer B But it requires
1/ a big buffer A (otherwise it would overflow)
2/ a line width rescaling (+ the upscaling mess support)

8958b20frantisekz3 days,3 hours ago

Force GDK_BACKEND to x11 in .desktop

a9bc568frantisekz3 days,3 hours ago

Force GDK_BACKEND to x11

Fixes PCSX2 on Wayland

c2cf8e5gregory383 days,19 hours ago

gsdx ogl: tekken5: only trigger channel effect shader when frame buffer is a single page

Fix missing model regression.

604d3ba4 days,17 hours ago

clang format: set SpacesBeforeTrailingComments to 1

8945acessakash4 days,20 hours ago

GSDX-UI: Remove Trilinear options at some cases

Currently the Trilinear option only works on OpenGL. Remove it from combobox when other renderers are used.

45be462ssakash4 days,20 hours ago

GSDX: Add an enum for texture filtering

Also re-order the combobox to make it look consistent with the tooltip description.

cc4cc34gregory384 days,21 hours ago

gsdx hw: add a special sub target invalidation for haunting ground

Fix a wrong blending/blooming

Based on CRC to reduce impact on others games (speed)

31248dagregory384 days,22 hours ago

gsdx sw: Fix 16 bits date test on SSE build

AVX Builds were fixed in this commit a1a842b07fba7f2692f772b3f89b5c64115cd9c0

defdd27gregory384 days,22 hours ago

gsdx: set m_nativeres to true in replayer

Otherwise you can't compare draw call between native and upscaled

f5e096aramapcsx25 days,36 minutes ago

spu2x: indicate pitch modulation and noise enabled status in the visual debugger

c284459gregory385 days,20 hours ago

gsdx tc: allow to search old depth/color in texture cache

But give higher priority to recent buffer.

Fix cut scene issue in Jak II (and potentially various game when EE/VU hacks are used)

7bb201agregory386 days,16 hours ago

gsdx tc: move code to allow to lookup an older target if none was found

Next step is to enable it by uncommenting line 452

2468403gregory386 days,18 hours ago

gsdx: enable clut_load_before_draw option on Harley Davidson (CRC hack)

At least the game is good until we find how the HW really behave

2c0a4acgregory386 days,18 hours ago

gsdx ogl: add an extra debug log level

Avoid too much log

3c30db9gregory386 days,19 hours ago

gsdx gui: add a combo box on linux (below Interlace)

3 states are off/half/full. I'm too lazy to create a better combo box.

The hack option will be removed when Windows GUI is ready

37a1230gregory386 days,19 hours ago

gsdx: reduce code duplication for key event


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