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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++ 2013 redist to run these builds.

Revision Author Age Changelog Download
0c12f23gregory382 hours,10 minutes ago

gsdx-ogl: don't write depth in first step of DATE 42

Fix shadows in Fifa

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193f47erefractionpcsx22 hours,46 minutes ago

Merge pull request #616 from ssakash/patch-22

swap value functions for Round sprite hack.

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28815dbgregory384 hours,6 minutes ago

gsdx: fix depth option

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6f515b2ssakash1 day,1 hour ago

update the description text

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de644c5gregory381 day,2 hours ago

Merge pull request #628 from PCSX2/gsdx-depth-and-16-bits-support

Gsdx 1.0

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cd8e31dgregory381 day,4 hours ago

gsdx-ogl: always copy date to offset 0,0

Fix snow engine game on driver that don't support yet GL_ARB_copy_image
(Mesa drivers)

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831c24dgregory381 day,13 hours ago

gsdx-dx: only enable new code when CRC is below FULL level

Code is not ready. It allow to test the new code without a massive
regression

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0748812gregory381 day,13 hours ago

gsdx:comment: small explanation of the half offset hack

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76f96ddgregory381 day,13 hours ago

gsdx-tooltip: MSAA is not implemented on OpenGL

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50c9988gregory381 day,13 hours ago

gsdx-ogl: disable all accurate options when not supported + No Intel support on windows

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a9f49abgregory381 day,13 hours ago

glsl: fix rounding error for shadow computation

Better shadow on Castlevania/Nemo (others Smile )

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d46e415gregory381 day,13 hours ago

gsdx: remove various CRC of the openGL level

It is mostly the texture shuffle effect which is now emulated correctly on openGL

They remain in the Dx level as speedhack in particular for
* Castlevania;
* GodOfWar;
* StarOcean3;
* ValkyrieProfile2;
* RadiataStories;

Remove old commented hack: Drakengard2, ArctheLad, ReZ

Separate hacks that are only enabled in aggressive mode

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be1403cgregory381 day,13 hours ago

gsdx-ogl: support texture shuffling on !FST

Mostly fix "Finding Nemo"

It remains a shadows issue when you enable accurate_fbmask and depth

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beafbd9gregory381 day,13 hours ago

gsdx: add a warning for the future

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6121677gregory381 day,13 hours ago

gsdx-tc: use a single shader pass to convert texture in 8 bits format

It might save a couple of fps

Add a define to test the perf if we keep only the blue channel. It brokes
the code in Prince Of Persia that use the Red/Green channel... Maybe the
speed hack Sad Or find a way to replace all if with a lookup table

Note: it is only supported on OpenGL currently

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2ecca52gregory381 day,13 hours ago

gsdx-tc: log dirty target

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e2727f1gregory381 day,13 hours ago

glsl: fix for AMD

I hope Smile

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2af7dcbgregory381 day,13 hours ago

gsdx-tc: GPU accelerate 8 bits texture when upscaling is enabled

Code unscale the texture to ease the conversion. Quality is awful (same as before)
but I'm not sure we can support an upscaled texture

Maybe the quality loss is due to the reduction without mipmap

Maybe the best solution will be to add an hack to extract the blue channel
(with texture swizzle), and uses a "full page/screen" spirte instead.
(it would be faster too)

Note: won't be compatible with MSAA (but gl doesn't support it anyway)

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6ca7a80gregory381 day,13 hours ago

gsdx-tc: add a big comment to explain the scaling of src in TC

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d29e375gregory381 day,13 hours ago

gsdx-tc: GPU accelerate 8 bits texture conversion

Only native is supported currently

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