Automated Pcsx2 builds

These builds are provided by Orphis and are totally free of charge.
New versions on the Git repository are checked every 10 minutes and the builds take a few minutes to complete, please be patient if the newest build doesn't appear here.
If multiple commits are done at the same time, you'll only get the latest one.

Code is hosted on GitHub.
See Pcsx2 website for more information.

The Windows build has been made with Visual C++ 2013. You need to install the Visual C++ 2013 (x86) runtime package to run it.
Legacy builds from the SVN repository can be found here

Showing only 20 latest changes. See full list of builds

Revision Author Date Windows 32bit Commit log
v1.3.1-379-g2704a65 Gregory Hainaut 2015-05-25 12:37:48 Download gsdx: add some info for Star Ocean3/Valkyrie Profile 2/Radiata Stories Feel free to test those games with CRC disabled on the openGL renderer (native resolution)
v1.3.1-378-g580d177 Gregory Hainaut 2015-05-25 09:46:51 Download gsdx: improve commit 11708486d8786a18b5c8986ced2790ac7d4cef3e This time linear filtering is disabled only for the bad draw call (RT used as a palette texture).
v1.3.1-377-g99d7434 Gregory Hainaut 2015-05-24 19:24:10 Download gsdx-ogl: disable SSO on nouveau
v1.3.1-376-g1170848 Gregory Hainaut 2015-05-24 18:59:27 Download gsdx: allow to control the filtering of texture cache When the RT is used as an input texture, we need to rescale it. Previous behavior was to always uses a linear filtering (more smooth). Unfortunately it broke some games that expected an exact value like Star Ocean 3 This commit will disable the linear filtering in normal filtering mode (filter = 0 or filter = 2) This way, shadow of Star Ocean 3 will appear correctly in upscaling (not 100% perfect but can't do better) Note: SO3 only requires a nearest sampling of the alpha channel but I don't know the behavior for others games.
v1.3.1-375-gb0af54d Gregory Hainaut 2015-05-24 16:50:01 No build gsdx-ogl: better support of palette The purpose of the code is to support alpha channel of RT uses as an index for a palette texure. I'm afraid that code will likely break pure palette texture. Only used if paltex is enabled It fixes missing shadow in Star Ocean 3 (issue #374) in Native resolution with filter = 0 (no filtering) or = 2 (normal fitering) Rendering explanation: The game emulates a stencil buffer with the alpha channel The alpha channel of the RT can contains a palette texture index (format 4HH) The idea is to have a gradient of value in the palette (16/32/48/...). This way you can implement a +16/-16 and even wrap the alpha value every time you hit the pixel. Bilinear filtering breaks the rendering because it interpolates between counts so you doesn't have the exact count Upscaling breaks the rendering because the RT is reused as an input texture. It means that we need to scale it down which again create some interpolations.
v1.3.1-374-g951a1fe Gregory Hainaut 2015-05-24 13:24:32 Download gsdx-hack: enable auto skip of depth texture for God of War Rendering is quite complex to emulate on the GPU due to several limitation. Until we find a solution let's enable the old solution You could find a description of the rendering here:
v1.3.1-373-ga70c3bf Gregory Hainaut 2015-05-24 13:10:12 No build glsl: correct the alternate implementation of ps_main1 Still not yet enabled by default Potentially it can be optimized with the dot product but special care need to be taken to ensure float accuracy. Bonus: it could work on old GPU (aka DX9)
v1.3.1-372-gc82fd94 Gregory Hainaut 2015-05-24 12:53:23 No build gsdx-debug: use GL_INS instead of printf
v1.3.1-371-gc01686d Gregory Hainaut 2015-05-24 12:51:20 No build gsdx-png: add a fixme message for 16 bits by channel image
v1.3.1-370-g7f61440 Gregory Hainaut 2015-05-23 15:10:04 Download gsdx-ogl: set accurate_blend as default Rendering is better and I think speed impact remains small.
v1.3.1-369-gc507e81 Gregory Hainaut 2015-05-23 13:06:23 No build gsdx-ogl: oups forget a break
v1.3.1-368-gb884e0c Gregory Hainaut 2015-05-23 12:23:05 No build gsdx-debug: improve debug experience * Dump context before the increase of s_n => aligned with the global call number * Don't print colclip not supported when it is optimized away * dettach the input texture when it is useless => avoid to show a wrong texture in the debugger
v1.3.1-367-gf665180 Gregory Hainaut 2015-05-23 12:20:26 No build gsdx-debug: use hex number for texture pointer Easier to grep
v1.3.1-366-g7609fdc Gregory Hainaut 2015-05-21 09:48:15 No build gsdx: rename too much sr to sRect
v1.3.1-365-gb52ee6f Gregory Hainaut 2015-05-20 09:42:22 Download gsdx-linux-gui: add an option for accurate color clipping Note: it is only for debug purpose Sotc testcase 187 fps => 125 fps (2x scaling)
v1.3.1-364-g183af4e Gregory Hainaut 2015-05-20 09:36:01 No build gsdx-ogl: don't enable SW blending when there is no blending Mostly to avoid useless message
v1.3.1-363-g3d35e4f Gregory Hainaut 2015-05-20 09:07:01 No build gsdx-ogl: implement all blends mode in shader + 250 lines !!!
v1.3.1-362-g2d54d59 Gregory Hainaut 2015-05-20 08:40:08 No build gsdx-ogl: update assertion ps sel is 8B now
v1.3.1-361-gd3d5a43 Gregory Hainaut 2015-05-20 08:07:40 Download gsdx-ogl: add code to read back depth texture
v1.3.1-360-ga4c74ef Gregory Hainaut 2015-05-20 08:05:27 No build gsdx-ogl: disable GL_DITHER I really don't know the impact but it is not supported with integer texture.