Replace Pete Plugin with GSDX

Feb 22, 2014 at 11:20 PM
Edited Feb 23, 2014 at 2:40 PM
Hello everyone. Petes plugin is outdated and closed source could you please replace it with PCSX2 GSDX which has superior features and is in active development and bundle it with PCSX-Reloaded and modify GUI to accomodate its features.
Feb 22, 2014 at 11:21 PM
Edited Feb 22, 2014 at 11:30 PM
Ancient closed source plugin is holding back this emulator.
Feb 23, 2014 at 6:54 AM
Edited Feb 23, 2014 at 7:35 AM
I though Pete OpenGL2 is closed source and Peops OpenGL is open source but even worse, anyway PCSX-R could greatly benefit from GSDX features it supports both DirectX and OpenGL has option to increase internal resolution, antialiasing, anisotropic filtering and shader support. So you should consider it and discuss with other devs.
Feb 24, 2014 at 5:50 AM
Edited Feb 24, 2014 at 5:50 AM
peops opengl is too bad!
Feb 24, 2014 at 9:06 AM
Edited Feb 24, 2014 at 9:44 AM
GSDX has software and hardware mode and is far more advanced all around.
Developer
Feb 24, 2014 at 1:31 PM
More information is needed. License status / supported platforms?

And of course it is not a must for anyone to rely bundled gpu plugin(s) since it is possible to get other ones such as bladesoft plugin thru below link.

http://emu-russia.net/en/files/plugins/psx/
Feb 24, 2014 at 3:04 PM
what a pity!
Feb 24, 2014 at 4:01 PM
ckain wrote:
More information is needed. License status / supported platforms?

And of course it is not a must for anyone to rely bundled gpu plugin(s) since it is possible to get other ones such as bladesoft plugin thru below link.

http://emu-russia.net/en/files/plugins/psx/
License is GPLv2 and it support windows, linux and OSX you can contact PCSX2 devs about GSDX integration on their official forum.
Feb 25, 2014 at 5:54 AM
Do you want to know anything else ?
Developer
Feb 26, 2014 at 8:13 PM
So the source is not maintained at any public repo like github f.e? Plugin is kind of "floating around?" I'll test at some point this plugin.
Feb 27, 2014 at 8:55 AM
Edited Feb 27, 2014 at 9:44 AM
PCSX2 source code including GSDX is on Github.TEXT and there is also official page TEXT. and forumTEXT.
Coordinator
Feb 27, 2014 at 9:57 AM
gsdx is buggy and under development, i don't see any reason to adding this plugin to pcsxr.
Feb 27, 2014 at 10:35 AM
Edited Feb 27, 2014 at 10:36 AM
BladeSoft is pretty compatible and multiplatform. pokes edgbla <.< ... >.>
Feb 27, 2014 at 11:28 AM
edgbla wrote:
gsdx is buggy and under development, i don't see any reason to adding this plugin to pcsxr.
GSDX already has superior features than any of those plugins and its not very buggy at its current stage of development especially in software mode and I think it being in active development is its advantage compared to other stagnant plugins.
Feb 27, 2014 at 11:30 AM
Edited Feb 27, 2014 at 11:45 AM
KrossX2 wrote:
BladeSoft is pretty compatible and multiplatform. pokes edgbla <.< ... >.>
Bladesoft is closed source and isnt in active development while GSDX is.
Coordinator
Feb 27, 2014 at 12:22 PM
Flower100 wrote:
GSDX already has superior features than any of those plugins and its not very buggy at its current stage of development especially in software mode and I think it being in active development is its advantage compared to other stagnant plugins.
Primarily, this gpu plugin for ps2 emu (pcsx2).
Last commit with "psx" keyword: r5065 | gabest11 | 2012-01-09 12:41:33 +0400 (Mon, 09 Jan 2012) | 1 line
Feb 27, 2014 at 12:36 PM
Edited Feb 27, 2014 at 1:05 PM
Of course its plugin primarily for PCSX2 however its also compatible with PSX emulators it meets PSPro plugin spec but it would be best if you could bundle it and configure it to work properly with PCSX-R probably best option would be bundle both Peops and GSDX and give option to choose.
Feb 27, 2014 at 12:53 PM
Edited Feb 27, 2014 at 12:59 PM
GSDX also filter textures better than Peops.
Developer
Feb 28, 2014 at 8:44 AM
Edited Feb 28, 2014 at 9:08 AM
OK now some relevant info.

The plugin has two interfaces. One for PSEMU (PSX emus) and one for PCSX2.
Windows version is well maintained and just grabbing gsdx dll from pcsx2 and placing it to pcsxr plugin folder should work.
Linux version on PSEMU side seems not to be maintained at all. PCSX2 interface works of course, but PSEMU interface is broken. And since PCSX2 only supports 32bit targets, 64bit build is broken also.

I made the plugin build for 64 bit target. Then now there are other issues with display handling which renders plugin useless. Let's see if I can make it work for Linux.

At this point however I feel that this all should be maintained at pcsx2 repo. Copying sources to here might be foolish.

Also again to be noted for win32 users -> just go grab the dll and you can use this plugin already.
Feb 28, 2014 at 10:07 AM
Edited Feb 28, 2014 at 10:10 AM
Great I am really grateful you took interest in this plugin did you contact PCSX2 developers about it? Here is official thread about GSDXTEXT.
Feb 28, 2014 at 10:13 AM
Edited Feb 28, 2014 at 10:21 PM
But I think best option would be to maintain it also here on Codeplex , PCSX2 devs dont have x64 build and there could be some bugs related to psx games, and bundle it with PCSX-R on default along with Peops.
Feb 28, 2014 at 6:30 PM
If I remember correclty, the gpu part didn't have framelimiter and compatibility/accuracy wise I would rate it lower than PEOPS Soft. Also it was software only for gpu, though quite fast and with upscale available I think. Besides upscale, the only advantage would be the post processing effects with shaders... and I think it had bilinear filter too.

In my opinion, the only interesting replacement for the software plugin would be edgbla's. A better software render with more features and it's multiplatform, but closed source.
Feb 28, 2014 at 9:43 PM
Edited Mar 1, 2014 at 12:29 AM
Bladesoft is to slow to reliably increase internal resolution and GSDX has support for shaders, antialiasing, Bilinear filtering , anisotropic filtering, higher internal resolution not to mention video recording and also Edge-Antialiasing in software mode. Lack of framelimiter is biggest problem but you can choose to use slowest instructions and underclock cpu and it should be possible to create framelimiting hack for GSDX. GSDX is open source so it can improve even more and modifications are possible.
Mar 2, 2014 at 1:57 PM
Any updates on GSDX?.
Developer
Mar 2, 2014 at 6:56 PM
Well Linux version has issues with line generation. I have not yet solved which keeps crashing it. And I feel it is not the only issue that there is. Therefore this will take some time.
Mar 2, 2014 at 7:37 PM
Edited Mar 2, 2014 at 9:52 PM
Did you try to contact PCSX2 devs about this issue maybe they can help.Here is contact other than forumTEXT
Mar 3, 2014 at 3:41 AM
great!! the developers are trying to deal with this plugin now?
Mar 5, 2014 at 3:32 PM
Edited Mar 5, 2014 at 3:36 PM
LittleMike wrote:
great!! the developers are trying to deal with this plugin now?
I hope so.
Mar 11, 2014 at 3:56 AM
Edited Mar 11, 2014 at 3:56 AM
Hello Any progress with GSDX?
Developer
Mar 12, 2014 at 6:34 PM
Edited Mar 12, 2014 at 6:42 PM
Still no luck getting any output on Linux.

Just to be clear here, that win32 support is already there and working.

Here is what likely is going to happen.

1) Get it working on Linux
2) Send patch to pcsx2 team
3) Add here to Document page how to build GSdx for pcsxr
4) Maybe add links to build binaries on Download page

Since win32 support is already there and working, just grabbing those binaries from pcsx2 will do.

Here is something that is not going to happen.

x) Copying sources here and/or any development
x) Replacing anything

Here is link to pcsx2 packages which contain GSdx DLL: http://pcsx2.net/download/releases/windows.html
Mar 15, 2014 at 10:04 AM
Edited Mar 15, 2014 at 10:10 AM
Thats to bad I hoped you could officially bundle GSDX with PCSX-R and what about lack of framelimiter could you create some kind of framelimiting option or hack for GSDX ?
Developer
Mar 15, 2014 at 12:26 PM
OK well bundling plugin is of course possible, since there will be no licensing issues AFAIK. But the decision is not clearly mine.

And OK good to know there are more issues to come. :P

Except things to be wrapped somewhere between December 2018/July 2019. ;)
Mar 15, 2014 at 12:47 PM
Edited Mar 16, 2014 at 3:56 AM
Well better late than never.
Developer
Mar 17, 2014 at 2:01 AM
Hello Everyone,

Does anyone here know how to get the Blade_Arma_GPU_Plugin to be able to
configure the plugin. I know for windows the configs directory goes in the pcsxr
but on linux it does not seem to work. I get sh: ./configs/gpuBladeSoftGui: No such
file or directory. I have also tried placing the configs in my /home/user/configs and
get the same error.


Also on windows i have tried gsdx but i just get a crash when i try to use it.
Coordinator
Mar 17, 2014 at 8:39 AM
/home/user/.pcsxr/plugins/configs
Developer
Mar 17, 2014 at 12:29 PM
Edited Mar 17, 2014 at 12:30 PM
Hello Edgbla,

Ok thanks got it working now.
Mar 22, 2014 at 11:32 AM
Edited Mar 22, 2014 at 11:35 AM
Any updates on GSDX especially on Windows ?
Mar 24, 2014 at 4:24 PM
Edited Mar 24, 2014 at 4:26 PM
Any progress with GSDX ?
Mar 26, 2014 at 9:31 AM
Any news on GSDX ?
Developer
Mar 26, 2014 at 6:42 PM
No. Please don't poll. I'll post any updates if there would be any.
Mar 27, 2014 at 2:58 PM
Edited Mar 27, 2014 at 2:59 PM
It would be great if you could make GSDX work better in Hardware mode in PCSX-R.
Mar 28, 2014 at 3:26 AM
Actually, I'd say a better replacement for Pete's Soft plugin would be Exophase's NEON GPU plugin for PCSX-ReARMed. From what I've seen after trying it out through RetroArch on both my Android phone and on Linux, its graphics rendering is just as accurate as gpuBladeSoft, as well as the renderers found in Xebra and Mednafen. It also has the ability to render in higher resolution, but it seems enabling it on anything other than ARM hardware results in heavy slowdown.
Mar 28, 2014 at 5:42 AM
Yup, that would be a nice plugin though I dunno how much work would it need for PC.

http://ngemu.com/threads/new-standard-in-gpu-accuracy.143888/
It can be adapted from what's in PCSX-ReARMed, 
but I don't know how much work that is.. you can browse it here:

http://notaz.gp2x.de/cgi-bin/gitweb.cgi?p=pcsx_rearmed.git;a=tree;f=plugins/gpu_neon;h=c699398db2c2871d974ecfc7324908c1a0f9ebae;hb=652c6b8b676be0172612da811b38dd5f87fa2870

It's currently using psx_gpu.c when you'd probably want it to use psx_gpu_standard.c. 
psx_gpu.c works but it's probably a lot slower, since it was prototype code 
for the vectorized NEON version. On the other hand, I haven't 
tested psx_gpu_standard.c in forever. 

Mar 28, 2014 at 9:07 AM
The libretro version of PCSX-ReARMed already works with the NEON GPU on PC, at least on Linux:

https://github.com/libretro/pcsx_rearmed/commit/c82d5b4ba31ae828cae27962f1a4d328fd4ea4da

I'd imagine it'd just be a matter of adapting this code into a PSEmu Pro-spec plugin.
Mar 28, 2014 at 12:29 PM
Edited Mar 28, 2014 at 12:38 PM
NEON Plugin seems pretty good but GSDX is better and has superior feature set.
Mar 28, 2014 at 12:36 PM
Edited Mar 28, 2014 at 12:58 PM
NEON is limited to software rendering and to slow at higher resolutions. GSDX supports both DirectX and OpenGL, has both software and hardware mode, has option to increase internal resolution, antialiasing, bilinear and anisotropic filtering ,shader support and video recording.
Mar 28, 2014 at 12:43 PM
Edited Mar 28, 2014 at 12:57 PM
Besides adapting NEON to PSEmu spec and making it work properly in Windows on x86 is probably a lot of work to. GSDX is already compliant with this spec it just has to be modified and configured to work better with PCSX-Reloaded especially in hardware-accelerated mode.
Mar 28, 2014 at 2:19 PM
i prefer to GSDX. :)
Mar 28, 2014 at 11:05 PM
I don't see why you'd have to choose between one or the other, unless you're afraid the devs would put forth more effort toward adapting NEON rather than GSdx. Besides, I strictly stated it would be a superior replacement to the included Soft plugin, which it would be, given it's actually pixel-accurate, and unlike gpuBladeSoft, it's also open source. However, as it is, its hi-res mode is too slow for actual use on PC, so it wouldn't be a good replacement to the HLE plugins on that platform, which is where an improved GSdx might come in.
Mar 29, 2014 at 4:31 PM
Edited Mar 29, 2014 at 4:40 PM
It would be easier if devs focused only on GSDX they seem to not have much free time so even them working on GSDX is very uncertain.So I think working on both GSDX and NEON is impossible and GSDX has better features anyway.