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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
51ceec7arcum4210 hours,32 minutes ago

A bit of cleanup.

ca68dddturtleli1 day,6 hours ago

ci: Fix Travis CI builds

42aee34AlessandroVetere2 days,1 hour ago

GSdx-TC: Use PaletteMap also when 8-bit texture is disabled by caching only clut copies. (#2681)

Enabled caching of clut copies with PaletteMap also in the case 8-bit texture is disabled, which is the default (on #2344 the caching of clut copies and palette textures was done only when 8-bit texture was enabled).
Brings moderate speedups ~10% in the most concitated parts of the ZoE2 Anubis benchmark, but may improve performance in all the cases when there are many Source objects created with clut copies to be stored.
The quality of the comments has been improved to better highlight the mechanics of the caching system.

ef3802blightningterror2 days,18 hours ago

GSdx-d3d: Rename Blend Selector to better match opengl code.

Use member name.
om_bsel - > m_om_bsel

41459e6lightningterror2 days,19 hours ago

GSdx-d3d: Rename Depth Stencil Selector to better match opengl code.

om_dssel - > m_om_dssel

Blend selector next.

63f9d41lightningterror2 days,23 hours ago

GSdx: Rename some variables in GSHwHack.cpp.

GSC_TombRaider -> GSC_TombRaiderAnniversary,
GSC_Burnout - > GSC_BurnoutGames,
GSC_GetaWay - > GSC_GetaWayGames,
GSC_Castlevania - > GSC_CastlevaniaGames.

a26dc73lightningterror3 days,14 minutes ago

GSdx-gui: Switch places for "Alpha Correction" and "Logarithmic Z" on d3d9.

48d90a9lightningterror3 days,20 hours ago

GSdx-d3d: Remove not yet used rt parameter in channel shuffle function.

b26ed0dlightningterror4 days,16 hours ago

GSCrc: Small comment correction that I didn't notice before.

3280860lightningterror4 days,16 hours ago

GSdx: Add a couple of GT3/4 crc ids.

Rare demo/beta discs.


292dbbbAlessandroVetere5 days,1 hour ago

GSdx-TC: Remove virtual specifier from PaletteKeyHash operator, PaletteKeyEqual operator and Palette destructor. (#2680)

Small follow up corrections from #2344 highlighted by @turtleli

1b0b897Al0ner5 days,18 hours ago

GSdx: Removed crc id 0x7D4EA48F (multiloader). (#2677)

Removed crc id 0x7D4EA48F and mentions of that id and it's duplicates. The id is from a multiloader when packing images, and not an actual crc id from a game(s).

56fb128mourix6 days,5 hours ago

PCSX2: Update Dutch Translations. (#2678)

9e7b2edPSI-Rockin6 days,21 hours ago

Debugger: Make EE kernel region accessible to debugger. (#2559)

Currently, none of the EE kernel is viewable from the debugger, which poses issues when debugging code that makes use of syscalls. This PR should allow the memory region 0x80000000 - 0x800FFFFF to have readable disassembly.

b8b6a55CookiePLMonster1 week,9 hours ago

Removed hack - use xinputNotInstalled as a flag instead of reusing pXInputEnable

c280d69CookiePLMonster1 week,9 hours ago

Call XInputGetState only when XInputGetExtended is not

a3c6ad6Iritscen1 week,1 day ago

PCSX2: Add ability to pass launch arguments to games with CLI option '--gameargs="-arg1 -arg2 -etc (#2576)

For more information please check the PR (#2576) since it's a bit detailed.

d1dc12fMrCK11 week,2 days ago

GameDB: Remove CRC check for Forbidden Siren 2 patch allowing it to work with another version as found in

9fa1b29AlessandroVetere1 week,3 days ago

GSdx-TC: Palette management rework. (#2344)

This follows the 4th point of #2310.
The idea was to rework the current palette texture management to improve performances with games that uses multiple palettes for the same data texture.

The new management shows small to none performances improvement in almost every game in terms of FPS, and it lowers the GPU BUS usage by some percentage points in games like Baldur's Gate: Dark Alliance (9% to 7%) which uses many palettes.

The hot topic is that the performances in Zone Of The Enders 2 skyrocketed (2x), because of the fact that the game uses many palettes and a small number of textures to render it's effects.

For more detailed information check the PR #2344

77a924epgert1 week,4 days ago

PCSX2: Update of Brazilian-Portuguese Main mo-file


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