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
v1.3.1-150-gce98276 Gregory Hainaut 2015-04-20 09:25:58 Download gsdx-ogl: improve speed of vertex streaming Note yet enabled because I'm afraid of data corruption but feel free to test it The option: ogl_vertex_storage = 1 Performance note (warm cache+gs replay on colin3) 60 fps -> 76 fps
v1.3.1-149-g62489f4 Gregory Hainaut 2015-04-19 18:42:25 No build gsdx-ogl: add an optimization note for later Only 1 byte of fog is useful
v1.3.1-148-g6d253c0 Gregory Hainaut 2015-04-19 18:41:28 No build glsl: fix debugging of tex coordinate in apitrace
v1.3.1-147-g31f8c06 Gregory Hainaut 2015-04-19 18:22:20 No build gsdx-ogl: implement a new hack UserHacks_UnscaleSprite for opengl UserHacks_UnscaleSprite = 1 will unscale flat sprites UserHacks_UnscaleSprite = 2 will unscale all sprites (don't work well so far) The idea of the hack is to redo the interpolation of texture coordinate based on the non-upscaled pixel position. It avoids various glitches but sprites aren't upscaled anymore (so no more anti-aliasing, potentially a coefficient can be added).
v1.3.1-146-g6124eb8 Gregory Hainaut 2015-04-19 18:01:42 No build gsdx-ogl: only compile useful VS logz is a constant wildhack is only compatbile with TME/FST Compilation goes down from 64 to 20 vertex shaders.
v1.3.1-145-g16e6d0d Gregory Hainaut 2015-04-17 23:17:30 No build glsl: move shader into a separate directory Only keep glsl_source.h for clarity
v1.3.1-144-g55fdf26 Gregory Hainaut 2015-04-17 23:08:14 No build glsl: remove the older file tfx.glsl
v1.3.1-143-g15264c6 Gregory Hainaut 2015-04-17 20:18:07 No build glsl: split the main shader * separate VS/GS and FS * separate subroutine part of the FS It already complex enough without subroutine stuff. Besides I'm not sure we will keep subroutine on the future.
v1.3.1-142-g6fc9afb Gregory Hainaut 2015-04-19 18:48:32 Download Merge: 1d70865 9ce7f51 Merge pull request #507 from PCSX2/stdcall-for-plugin Stdcall for plugin
v1.3.1-134-g1d70865 Gregory Hainaut 2015-04-17 19:13:32 Download Merge: 545c1d3 e605ed1 Merge branch 'gsdx-boost-queue'
v1.3.1-133-ge605ed1 Gregory Hainaut 2015-03-27 18:58:34 No build gsdx-queue: add a comment for the future
v1.3.1-132-gfa243af Gregory Hainaut 2015-03-04 09:41:02 No build gsdx SW: enable new queue && C++11 on linux/MSVC 2012+
v1.3.1-131-gd91e989 Gregory Hainaut 2015-03-21 15:09:58 No build gsdx-queue: pass shared_ptr by reference It avoids atomic +1/-1 of the reference counter The counter is still incremented when the ptr is copyed into the queue
v1.3.1-130-g84b33d2 Gregory Hainaut 2015-03-20 23:19:44 No build gsdx-queue: plug the new queue as a drop-off replacement of previous boost queue
v1.3.1-129-g90794c3 Gregory Hainaut 2015-03-21 15:39:31 No build gsdx-queue: import spsc_queue of boost I remove 80% of the file to only keep the ring buffer core Same speed as boost but without the boost dependency
v1.3.1-129-g9ce7f51 Gregory Hainaut 2015-04-17 18:34:05 No build cdvdiso: add stdcall convention
v1.3.1-128-gc919430 Gregory Hainaut 2015-03-13 19:59:31 No build gsdx-queue: (linux) add a GUI option to select the queue
v1.3.1-128-g1cb0476 Gregory Hainaut 2015-04-17 18:33:26 No build common: use stdcall convention too (Likely used by others null plugins)
v1.3.1-127-g5c8ea74 Gregory Hainaut 2015-04-17 18:33:10 No build null plugins: add stdcall convention
v1.3.1-127-g0aac47c Gregory Hainaut 2015-03-13 19:52:04 No build gsdx-queue: add a new option "spin_thread" to select the queue behavior at runtime If someone has a more elegant solution, feel free to share it spin_thread = 0 spin_thread = 1 // the faster but GS thread will never stop, very bad for laptop