- Created on 11 June 2015
- Written by Blyss Sarania
Hello everyone! I know our news updates have been few and far between as of late, but that's going to change starting now! Several really nice new features have been added by GSdx master Gregory lately. He has been working at breakneck pace and making amazing progress. This update will cover those as well as a few notable improvements by some of the other devs and some changes to how we are doing things going forward. The most visible of those changes for you guys is that we will now be writing monthly progress reports! Sometime around the end of each month/beginning of the next we will be posting a news update which covers all the major changes that have taken place during that month. For now, let's take a look at what has been happening in the world of PCSX2 since the last update!
- Created on 08 February 2015
- Written by Gregory
Hello guys, here are some news on the Linux front. Yes I know, I ought to do that more regularly
In short progress is slow but steady
* A port to wxWidget 3.0 was done recently, mostly because Debian will drop wxWidget 2.8 . It is enabled by default but wx2.8 is still there, you can restore is with the -DWX28_API=TRUE build option.
- Most of regressions were fixed so it will work as bad as before No I'm kidding, it actually works better on my PC. Feel free to test it.
- Unfortunately Windows is still blocked to wx2.8, contributions are welcome (first step is to add a wx3.0 library build)
- Some wxWidget libraries depend on GTK3. PCSX2 code was updated to support GTK3 but wxWidget is not as stable as expected. Nevertheless, you can enable GTK3 with the -DGTK3_API=TRUE build option (debug build only).
* Better support of cross-building (thanks to Micove). Cmake used to select wrong libraries between lib32/lib64/lib/...
- You need to use this new option on 64 bits machines -DCMAKE_TOOLCHAIN_FILE=cmake/linux-compiler-i386-multilib.cmake
- Note: build.sh will do it by default, so just build.sh
* Support of AVX
- code is now compiled with -march=native to support all optimizations of your CPU. It can be disabled with the -DISABLE_ADVANCE_SIMD=TRUE build option (for example distribution or inside VM)
- Note: GSdx (Linux) needs a couple of updates to support SSE4x. Again contributions are welcome, check this issue https://github.com/PCSX2/pcsx2/issues/438
* New (nearly) playable game: Bouken Jidai Katsugeki Goemon
- Full support of MMU with the interpreter, and a dedicated game-fix for the recompiler
- No more TLB misses! (full story will be posted in http://pcsx2.net/developer-blog.html in coming weeks).
- Crashes are reported on GSdx windows not sure on Linux.
* Finally, Ubuntu PPA is up to date with the latest feature. However, Ubuntu 12.04 support is discontinued!
Ongoing work (aka the plan for the next months):
* port lilypad to Linux
- It will bring Force Feedback, MultiTap and it might work better in several games.
- I'm close to have keyboard support but help would be appreciated to build a full GUI. Please contact us if you are interested.
* port GSdx to openGL 4.5
- A long time ago, I planned to update the code to support GL_ARB_direct_state_access. It was postponed because no official driver supported it.
Last but not least, thanks to all contributors. Even the smallest patches are a big help.
- Created on 22 December 2014
- Written by bositman
We hope that you've all had a good year! Be sure to enjoy what little is left it (it sure went by fast!). Eat some good food, enjoy the company of good friends, and make sure to check back here for more PCSX2 related news soon!
- Created on 01 November 2014
- Written by bositman
I'm proud to announce our first 60 FPS youtube video (and possibly the first 60 FPS Kingdom Hearts 2 video on the internet), after 60 FPS videos got enabled a couple of days ago. The gameplay has been recorded with the 60 FPS patch from our forum members and at 6x native resolution. It's not as smooth as the original file, but still you can finally see how lovely it looks on PCSX2 without frame dropping! All our youtube videos from now on will be 50/60 FPS!
Keep in mind that for now, 60 FPS videos only work on Google Chrome!
I'm not sure when it will be done, but it might be synchronized with a server wide upgrade of our linux OS as well, to reduce downtime.
After the main page is done, I will move on to updating mybb to the latest 1.8 version, although I'm still waiting for the software to be mature. 1.8 was extremely buggy, 1.8.1 is better but still not good enough so I hope with the next 1.8.2 release I will be able to start working on it (and a new custom theme it seems )
Edit: Uploaded new video, this should be with the 60 FPS patch on, sorry guys
- Created on 09 September 2014
- Written by bositman
After a brief period of slowed development, PCSX2 has started picking up speed again with the help of new contributors as well as familiar faces. Several important improvements have been made since the last announcement.
The most important of these improvements is undoubtedly the new debugger. Our debugger has long been an area in need of attention, and thanks to Kingcom it has finally received a much needed overhaul. This new debugger will make it much easier to chase down the problems in broken games. Rama has already managed to get the NHL series working by using it! Featuring a live instruction assembler, thread view, full register view, a function list and more, this improved debugger will certainly be a boon for our developers.
Another area that has received welcome attention is work towards 64 bit compatibility. Although there is still a lot of work to be done before we release a 64 bit build, the foundation has been laid. GSdx compiles for x64 now, and several key changes have been made to the PCSX2 core to support x64 as well. These changes include preparing the emitter for 64 bit jumps, updating vtlb to work on x64, and changing instances of 32bit only code to be universal. These improvements help move us closer to having a true 64 bit build.
Linux matters have improved as well. Many of the new contributors use that OS instead of Windows and improvements here always help general portability in the long run.
Lastly, a few important changes have been made to some of the plugins. On top of general bug fixes, CDVDgigaherz now tries to keep the disc always spinning at a low speed instead of letting the drive spin all the way down. This improves game performance when using a physical disc because the drive is always ready to provide data. Lilypad also supports hot-plugging of Xinput devices now. That means if you forget to plug in your Xinput device before starting PCSX2, it will recognize it when it is plugged in without requiring a restart.
Here is a rundown of the most significant changes:
64 bit related:
- Changed instances of u32 to uptr
- Prepared emitter for 64 bit jumps
- Made yuv2rgb and hashmap functions 64 bit ready
- vtlb now works on on x64
- Supported grabbing the MXCSR mask on x86_64 in cpudetect
- GSdx now compiles for x64
- Fixed “Looney Tunes: Back in Action”
- Allows much easier debugging of broken games
- Already used to get “NHL” games working
- Features a live assembler (e.g. mark an instruction, type “nop” to replace that instruction with “nop”)
- Bug fixes for CDVDgigaherz
- CDVDgigaherz now prevents the drive from spinning all the way down which improves performance when playing from disc
- Lilypad supports hot-plugging of Xinput devices
- Changed int to bool for variables that only hold 0/1
- Fixes for potential crashes
- Fixes for potential variable leaks
- Preparation for WX3 (for now we still use a custom 2.8)
- Removed managed Vsync
- Folder name fixes for Windows/Linux
- Improved use of namespaces
- Fixes for ELF parser
- Started using generic memcpy instead of custom one(this actually brings a small speedup!)
- Updated translations for several languages
Check out the new debugger below: