Spoiler



GTE + CPU vertices

GTE vertices onlyGTE + CPU vertices

papermanzero said: What kind of jitter do you see? Only to differentiate the different jitters.

The jitters I can recognize are fullscreen jitters (means the whole screen is a little bit shaking, or at least this is the impression). Examples are: Pacman World, Spyro 1. Click to expand...

Pre-transform: Caused by low precision calculations performed on vertices before they're transformed by the GTE, something like a previous transform, LoD transition or animation (like Chrono Cross). They still rotate and translate smoothly but jitter in other ways.



Low precision vertices: Vertices that are not caught by PGXP at all or are subsequently lost and so not rendered in high precision. These show up as red in the F11/debug view, I'm steadily attempting to eradicate them all.



Inconsistent cached vertices: Vertices that are generally passed using the cache because they're not currently tracked properly (appear green) but are too close to other vertices and so give ambiguous results which cause them to fall back on the standard low precision data. These switches cause the vertices to snap or flicker between cached and low precision positions.

Cache false positives: Vertices that are not processed by the GTE at all, like text or background sprites, but get mistaken for nearby values that are cached. This causes the text to warp as the 3D models behind or in front provide incorrect positions.

tapeq said: This is because per-game mcd hack. ePSXe uses game database to decide name of mcd, PCSX not, and because of that it's creates addition mcd for CD2+, which is not used by ePSXe. We can add such database in future, but better IMHO is to support M3U files like Mednafen with CD switch on demand and hashed names of mcd. Click to expand...

A quick update on the state of PGXP.I think I've done the bulk of the ground work on the CPU operations now, all the appropriate arithmetic and logic operations are implemented, as are 16-bit reads and writes.There are still a substantial number of bugs, all the vertices in one game have mysteriously disappeared outside the screen area and the characters in Chrono Cross now walk on the spot(I have no idea how this has happened as they're transformed on the GTE!).It has dramatically improved a few games though, most of the level geometry in Spyro and Grandia is now coming through in high precision and MGS is almost completely fixed.If I were to categorise the different types of jitter still seen with PGXP I'd probably do so roughly as:Spyro is currently exhibiting pre-transform LoD transitions combined with low precision values or inconsistent caching, depending on whether you have the vertex cache enabled. Even on my current build there are still a few vertices getting lost but I'll hopefully get those fixed soon.Yes, this definitely sounds like a good solution, similar to the combined pbp files someone mentioned.Although I think using recognisable names for mcds might be better where possible, maybe using the filename in the case of CD images or M3U files. Using the disc ID ensures compatibility between differently named images but it can be hard figuring out which mcd files belong to which game.