Hello PCSX2 followers and a belated Happy New Year!
After being late a couple of days (it's a tradition and we can't break it 馃槢), we present you with a new stable release, version 1.4.0!
Hello PCSX2 followers and a belated Happy New Year!
After being late a couple of days (it's a tradition and we can't break it 馃槢), we present you with a new stable release, version 1.4.0!
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!
First, let's explain aliasing and why people are so keen on removing it with anti-aliasing. Let's start with some math
The goal of blending is to combine two colors. The general equation on a modern GPU is:
Hello guys, here are some news on the Linux front. Yes I know, I ought to do that more regularly 馃槢
Hello PCSX2 followers,
After a long delay, this is the second part of the MMU mini-presentation. In the previous chapter we saw that MMU allows giving a virtual address space to a process. Besides, I told you MMU controls the cache behavior (cacheable/uncached accelerated/uncached). First, let me quickly explain the different cache accesses. Then I will introduce the default memory mapping of the PS2.
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!