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
v1.3.1-641-gde644c5 Gregory Hainaut 2015-07-01 20:50:09 Download Merge: cd8e31d 831c24d Merge pull request #628 from PCSX2/gsdx-depth-and-16-bits-support Gsdx 1.0
v1.3.1-639-g831c24d Gregory Hainaut 2015-07-01 09:28:32 No build gsdx-dx: only enable new code when CRC is below FULL level Code is not ready. It allow to test the new code without a massive regression
v1.3.1-638-g0748812 Gregory Hainaut 2015-06-30 23:21:31 No build gsdx:comment: small explanation of the half offset hack
v1.3.1-637-g76f96dd Gregory Hainaut 2015-06-30 23:08:31 No build gsdx-tooltip: MSAA is not implemented on OpenGL
v1.3.1-636-g50c9988 Gregory Hainaut 2015-06-30 23:04:54 No build gsdx-ogl: disable all accurate options when not supported + No Intel support on windows
v1.3.1-635-ga9f49ab Gregory Hainaut 2015-06-30 22:12:00 No build glsl: fix rounding error for shadow computation Better shadow on Castlevania/Nemo (others :) )
v1.3.1-634-gd46e415 Gregory Hainaut 2015-06-30 10:11:13 No build gsdx: remove various CRC of the openGL level It is mostly the texture shuffle effect which is now emulated correctly on openGL They remain in the Dx level as speedhack in particular for * Castlevania; * GodOfWar; * StarOcean3; * ValkyrieProfile2; * RadiataStories; Remove old commented hack: Drakengard2, ArctheLad, ReZ Separate hacks that are only enabled in aggressive mode
v1.3.1-633-gbe1403c Gregory Hainaut 2015-06-29 21:41:36 No build gsdx-ogl: support texture shuffling on !FST Mostly fix "Finding Nemo" It remains a shadows issue when you enable accurate_fbmask and depth
v1.3.1-632-gbeafbd9 Gregory Hainaut 2015-06-29 20:13:32 No build gsdx: add a warning for the future
v1.3.1-631-g6121677 Gregory Hainaut 2015-06-29 19:17:46 No build gsdx-tc: use a single shader pass to convert texture in 8 bits format It might save a couple of fps Add a define to test the perf if we keep only the blue channel. It brokes the code in Prince Of Persia that use the Red/Green channel... Maybe the speed hack :( Or find a way to replace all if with a lookup table Note: it is only supported on OpenGL currently
v1.3.1-630-g2ecca52 Gregory Hainaut 2015-06-29 08:48:19 No build gsdx-tc: log dirty target
v1.3.1-629-ge2727f1 Gregory Hainaut 2015-06-27 16:58:37 No build glsl: fix for AMD I hope :)
v1.3.1-628-g2af7dcb Gregory Hainaut 2015-06-27 16:45:31 No build gsdx-tc: GPU accelerate 8 bits texture when upscaling is enabled Code unscale the texture to ease the conversion. Quality is awful (same as before) but I'm not sure we can support an upscaled texture Maybe the quality loss is due to the reduction without mipmap Maybe the best solution will be to add an hack to extract the blue channel (with texture swizzle), and uses a "full page/screen" spirte instead. (it would be faster too) Note: won't be compatible with MSAA (but gl doesn't support it anyway)
v1.3.1-627-g6ca7a80 Gregory Hainaut 2015-06-27 16:39:44 No build gsdx-tc: add a big comment to explain the scaling of src in TC
v1.3.1-626-gd29e375 Gregory Hainaut 2015-06-27 11:24:16 No build gsdx-tc: GPU accelerate 8 bits texture conversion Only native is supported currently
v1.3.1-625-ga8bcc76 Gregory Hainaut 2015-06-27 11:08:29 No build gsdx-tc: only clean RT in openGL It is a debug feature for myself
v1.3.1-624-g3f6edc3 Gregory Hainaut 2015-06-26 22:07:51 No build gsdx-linux-gui: update option Add mipmap for SW Add tc depth for HW Remove nvidia MT, always on
v1.3.1-623-gdb5468a Gregory Hainaut 2015-06-26 20:03:15 No build glsl: fix shadow on Shin Megami Tensei Nocturne
v1.3.1-622-g61a717d Gregory Hainaut 2015-06-26 18:33:41 No build gsdx-tc: clean the RT in debug build // In theory new textures contain invalidated data. Still in theory a new target // must contains the content of the GS memory. // In practice, TC will wrongly invalidate some RT. For example due to write on the alpha // channel but colors is still valid. Unfortunately TC doesn't support the upload of data // in target. // // Cleaning the code here will likely break several games. However it might reduce // the noise in draw call debugging. It is the main reason to enable it on debug build. // // From a performance point of view, it might cost a little on big upscaling // but normally few RT are miss so it must remain reasonable.
v1.3.1-621-g99b03b4 Gregory Hainaut 2015-06-26 18:02:51 No build gsdx-debug: log all write (texture) from the EE It is verbose but it might help to understand the invalidation of texture