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++ 2019. You need to install the Visual C++ 2019 (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
v1.7.2083 lightningterror 2021-11-17 03:06:58 No build GS-d3d11: Properly set afix in EmulateBlending. Accumulation blend -> afix is already handled in shader, no need to set it for hw blending too. SW blending -> done in shader. HW blending - > set only when it is actually used, Alpha C. GS-d3d11: Properly set afix in EmulateBlending. Accumulation blend -> afix is already handled in shader, no need to set it for hw blending too. SW blending -> done in shader. HW blending - > set only when it is actually used, Alpha C.
v1.7.2082 TellowKrinkle 2021-05-03 09:38:08 Download GS: Alloc sw renderer things on custom heap
v1.7.2081-2-g342170b077 TellowKrinkle 2021-05-03 06:18:48 No build GS: Add new heap for SW renderer allocations
v1.7.2081-1-gdf02d784d6 TellowKrinkle 2021-05-03 06:18:08 No build GS: Throw from vmalloc on failure
v1.7.2081 tellowkrinkle 2021-11-08 00:05:39 Download CMake: Always default `CMAKE_BUILD_PO` off Git files getting modified by build is just as much of a pain in release builds as it is in devel builds
v1.7.2080 lightningterror 2021-11-26 16:30:27 Download GS-wx: Fix some gui interaction. Fix interaction of Anisotropic filtering with Nearest Texture Filtering and GPU Palette Conversion. Fix interaction of Trilinear Filtering with selected renderer. Options should gray out properly now.
v1.7.2079 Connor McLaughlin 2021-11-24 08:18:37 Download GS/OpenGL: Use CreateRenderTarget() for temp HDR target Probably won't change much, except maybe with sparse textures, where it'll use less video memory.
v1.7.2078 TellowKrinkle 2021-11-05 05:54:25 Download GHActions: Don't shallow clone submodules Shallow clones tend to be 5-10s slower
v1.7.2077 refractionpcsx2 2021-11-24 01:33:15 Download GS: Partial revert of #5061
v1.7.2076 lightningterror 2021-11-23 20:11:51 Download GS-GSState: Mask out AA1 on triangles. AA1 is not supported on hw renderers so ignore flushing the prims on triangles. Should provide a nice speed boost on games that use AA1 on triangle prims.
v1.7.2075-4-gc75b20e37d lightningterror 2021-11-23 18:39:16 No build GS-hw: Also disable Blending when AA1 and ABE or PABE are both set on lines. There's no need to blend them since there is no implementation.
v1.7.2075-3-g08f72596d4 lightningterror 2021-11-23 12:41:27 No build GS-hw: EmulateBlending move early return to the top. Optimization.
v1.7.2075-2-gdcd1f90ae7 lightningterror 2021-11-23 12:29:38 No build GS-hw: Disable Z writes on AA1 flag when prim are lines. When AA1 flag is enabled Z is not written on lines since coverage is always less than 0x80.
v1.7.2075-1-gc10603d161 lightningterror 2021-11-23 12:27:26 No build GS-hw: Disable alpha blending when only AA1 flag is enabled. There is no hw implementation of AA1. Alpha blending shouldn't be enabled by AA1 flag, only ABE and PABE flags.
v1.7.2075 Mrlinkwii 2021-11-23 12:49:57 Download GameDB : fix Fuuraiki 2 patch
v1.7.2074 lightningterror 2021-11-22 06:48:16 Download Gs-d3d11:fx: Adjust sw blend shader a bit. Use As and Cs in pabe code, makes more sense. Get rid of Cv vector, use Color parameter for operations instead like on gl.
v1.7.2073-1-ge38d754e86 lightningterror 2021-11-22 06:44:43 No build Gs-ogl:glsl: Adjust sw blend shader a bit. Get rid of Color_pabe vector, makes more sense to use As and Cs in pabe code.
v1.7.2073 refractionpcsx2 2021-11-22 17:25:03 Download CDVD: Adjust DMA timing based on PS1 timings. Bus width is 16bit on the PS2 and 8bit on PS1, so serves to reason the DMA would be twice the speed. (PS1 is 24 cycle per word)
v1.7.2072 refractionpcsx2 2021-11-20 06:01:42 No build GS: Improve FixedTEX0 accuracy
v1.7.2071 Mrlinkwii 2021-11-22 19:48:52 Download GameDB: purge patches for 'Knockout Kings 2002'