Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Gonna test some other stuff out first, to be sure I know what I did that made it work.
Things like timing and framerate are usually very very controlled as are all the functions of emulation and it requires optimization of the emulator to have speed improvements. OK some games being emulated could have timing issues etc but with emulation, you don't always directly interact with the game software. The emulation core does that work with interpreters or reinterpreters.
SK works great in native PC software but might not help much fit emulators without a great deal of work.
So it might not help much!
And I said emulation and emulators a lot just now. xD
and see if texture injection is possible.
Anyway, @Plex: I got it working by using the global injector with a SpecialK.dxgi file in the folder of PCXS2. This file tells the global injector to inject itself into executables running from the folder, using D3D11.
So PCXS2 using Direct3D 11 (Hardware) and the global injector with a SpecialK.dxgi file worked for me. Please be aware that Special K crashes by basically anything that changes the swapchain (pause/resume, changing games etc).
I wouldn't recommend playing with Special K.
Going by ReShade though it can hook into and influence the game although injecting shaders is different to what SpecialK is doing though perhaps shader and texture viewing could be possible, I don't really own all that many consoles or games myself so it's mainly been NES and SNES personally with a little bit of Wii but for Dolpin it's now running via Vulkan which SpecialK isn't fully supporting yet. (EDIT: Dolphin had D3D12 support too - in addition to OGL and DX11 - but it was removed due to lack of support so it was lagging behind.)
For progress I've mostly checked via http://www.emucr.com/ and then you can just go to a project. http://www.emucr.com/2017/07/pcsx2-git-20170713.html and it's source. https://github.com/PCSX2/pcsx2 which might then lead to the official website with additional info. https://pcsx2.net/download/development.html :)
EDIT: Oh yeah I kinda keep forgetting about that part, depending on various factors and local laws and whatnot emulators are a gray area, generally it's not a big concern and though legal action has been tried occasionally it generally doesn't go anywhere but it's seen as good practice to at least own the game you're emulating as far as I know, probably should own the actual console too. (Extra for doing the dumping I guess, especially when it comes to requirements like the actual bios for emulators using that data.)
EDIT: Well I wouldn't know I suppose but from what I've read projects like BLEEM got caught up in legal issues, they won, but the resulting fees kinda ended the project though if say Nintendo could be somewhat sure of a victory they probably would attempt some sort of action which is why emulators are careful and not using actual code and such straight from the console itself among other things.
EDIT: Not quite how I expected that tag to work, well it kinda hides the OT bla-bla ha ha.
The requisite feature: texture caching, generally won't work. But you're welcome to try You'll probably have to turn on staging texture cache support as well.
Likewise, I can't get shaders from the D3D8->D3D11 dgVoodoo wrapper because it doesn't use standard D3D11 :-\
Here's my long post about it, used alongside 3Dmigoto for 3D Vision rendering: https://forums.geforce.com/default/topic/519160/3d-vision/pcsx2-in-3d-playstation-2-emulator/post/5109372/#5109372
I use it as "d3d9.dll" but use the DX11 GSdx renderer. The "ritual" is different in Windows 10. I have to boot a game, then press escape after the image loads, open the GSdx config dialog, close it and resume the game. Then alt+enter until G-Sync triggers (I know when it happens because I use it with ULMB at the same time). This also triggers 3D Vision if it's enabled in the drivers.
However, my 3D Vision part is broken on Windows 10 because 3Dmigoto isn't hooking for some reason, and I need it to convert PCSX2's SBS or TAB modes into 3D Vision using a custom shader. I tried a lot of stuff but I couldn't make it work. On Windows 7 everything was working fine.