Speedify

最新版本 PCSX2 1.4.0

PCSX2 1.4.0

PCSX2 1.4.0
Speedify 是世界上最頂級的 VPN! Speedify 簡單的設置和忘記控制,使得簡單的工作,複雜的引擎下的技術,只是工作。程序和服務正常運行,但受益於多個 Internet 連接的速度和冗餘。使用 Wi-Fi(甚至是多個 Wi-Fi 網絡!),以太網,有線和無線網絡。 DSL,3G& 4G,系留智能手機,同時提高了速度和可靠性!手動選擇所需的位置,或者讓 Speedify 根據延遲和可用性自動將您連接到最佳服務器。一旦連接,Speed Server 智能地處理來自您的各種互聯網連接的流量,從而提供更快的速度.

不會讓我們“移動 VPN”這個事實成為現實。嚇你。 “ 移動” 的這意味著我們可以在互聯網連接之間切換而不會錯過任何節拍。它仍然是台式電腦的最佳 VPN,出於所有相同的原因.



Speedify 功能:

Faster 文件傳輸
上傳,下載,並全速分享。即使您的某個互聯網連接失去連接,Speedify 仍會繼續您的轉接,直到兩個連接再次可用為止.

Secure Browsing
Speedify 可防止黑客,ISP 和任何監視網絡的人查看您的個人通信,信息或數據.

Non-Stop Streaming
Tired 緩衝?觀看全球任何一個國家的所有內容,以極快的速度和超高的分辨率觀看.

家鄉在 Range
Live 在農村或郊區,沒有高速互聯網提供?借助 Speedify,您可以將多個低速連接組合成一個更快,更可靠的連接!了解更多

大城市生活
不能脫身嗎?使用 Speedify 2017 年,您可以同時使用多個互聯網高速連接,如果其中一個出現故障,您的流量將自動無縫地移動到另一個(s).

區域鎖定或國外
需要連接到另一個互聯網國家還是好像你回家了?只需在所需的國家選擇一台速度服務器,即可享受所有可用互聯網連接的速度和可靠性.

在數據包級別拆分流量
通過使用稱為通道綁定 Speedify 的技術,可以在多個 Internet 連接之間傳播單個數據包。通過在分組級別分割所有的網絡流量,即使是大型單插槽傳輸(如 VPN,流媒體電影以及上傳和下載文件)也可以獲得重大提速!

全球速度服務器網絡
Speedify 客戶端軟件建立與我們的雲端服務器,作為您和其他互聯網之間的中間人。然後,客戶端與 Speed Server 一起工作,智能地劃分您的 Internet 流量,並提供所有可用 Internet 連接的組合速度.

Packet Loss& 錯誤更正
Speedify 使用各種技術(如前向糾錯)修復丟失和損壞的數據包,然後才有機會減慢您的 Internet 體驗.

失效保護
從某個連接斷開連接?沒問題! Speedify 無縫移動您的流量到工作連接(s),防止輕微的服務中斷造成重大頭痛.

冗餘模式
有一個緊張,有損或不可靠的互聯網連接?在冗餘模式下,Speedify 可以在丟包的情況下將單個連接的吞吐量提高一倍,並在使用多個連接時顯著減少延遲.

連接優先級
只需點擊一下,您就可以設置 Speedify 只使用您的 4G 電話,移動熱點或其他昂貴或免費選項(如 Wi-Fi 或以太網擁塞或不可用時)的數據上限的 Internet 連接

注意:每月 1GB 的免費帶寬.

ScreenShot

軟體資訊
檔案版本 PCSX2 1.4.0

檔案名稱 pcsx2-1.4.0-setup.exe
檔案大小
系統 Windows 7 / Windows 7 64 / Windows 8 / Windows 8 64 / Windows 10 / Windows 10 64
軟體類型 未分類
作者 Nomadio
官網 http://speedify.com/desktop-vpn/
更新日期 2016-01-08
更新日誌

What's new in this version:

Debugger:
- The new debugger features a live disassembly view and allows developers to debug games way easier than before while being very useful feature in assisting the debugging of games which aren't working properly. Its main purpose is aiding in game hacking, translation patches for example list of Keyboard shortcuts for the debugger functions can be found at docs/debugger.txt

Folder memory cards:
- The new Folder memory card feature allows users to easily share single game saves instead of the whole memory cards by simply sending the folder of the specific game. This method also allows easier backup of the save files and allows deletion of game saves without even going into the PS2 bios or the game. You even convert your older memory cards to a folder using the built-in convert feature!
- Another neat advantage is that it provides unlimited storage capacity for save files as games will only see their own saves and the rest of the perceived 8MB memory card as free space. This allows you to create as many saves as would fit onto a whole empty memory card in a single game, without concerns about leaving enough space for other games or ever running into the problem where you start a new game and only later realize you don't have enough free space on the memory card to save, and without the incompatibility issues of emulating bigger third party memory cards.

EE Overclock:
- You can now manipulate the EE Cyclerate to overclock and underclock the Emotion Engine's R5900 Core CPU clock speed, The negative values on the slider allow you to reduce the clock speed and conversely the positive values effectively increase the clockspeed.

Recompiler Improvements and Core Refactors:
- GIF: Better Handling for Finish Interrupt request signal
- MicroVU: General Improvements
- SIF: Limit/Mask transfer size to 1mb-16bytes
- VIF: Better handling of IRQ and MFIFO Timing improvements
- EE Interpreter: Improved TLB miss exception handling

Support for loading Gzip and CSO compressed ISO's:
- PCSX2 can now directly load compresed ISO images, so you can save your precious HDD space!

GSDX

Programmable blending to reproduce GS blending unit output:
- The source of the issues on GPU blending unit is due to the fact that the raster operations pipeline (ROP) differ from the GS and the GPU which means that the GPU ROP's don't support the equations which are supported by the GS ROP's and hence it leads to wrong blending which causes situations like horizontal black lines or missing effects on some games.
- Hardware implementations are usually limited to only a subset of all possible equations. A software implementation based on a CPU (such as a shader) would be able to do any operation at the cost of performance.
- The new option (Blending Unit Accuracy), which is an OpenGL renderer exclusive, moves the computing of the ROP to the shader. This way it is more accurate but considerably slower. You can try different levels of the option "Blending Unit Accuracy" to check out the impact on the accuracy and performance.

Improved CRTC output size handling:
- There were few rare cases on games running at NTSC video mode where the detected frame buffer height was too large and eventually caused the whole screen to have a weird format with unexpected bottom black bars on the screen. A few games which suffered similar issues are Skyrunner, Devil may cry 3, Tribes: Aerial Assault. This eventually got fixed by proper saturation limit for height in case of NTSC video mode.

Software renderer improvements:
- Silent Hill outputs a nan in Q to emulate the flashlight - an unsupported NaN (not a number) on the projection value (Q). Gregory used an isnan test to find such instances and emulate the flash light effect. Gabest later decreased the speed impact by using inlined ASM. Fixes Flash light effects on Silent Hill 3.
- Better texture size management in software mode, fixes Horsez and Stolen memory issue and also lowers memory usage in general.
- Better handling of textures addressing outside the limits by extending the cached texture size to the upper limits of the region clamp values: Fixes Lupin the 3rd

Accurate destination alpha testing:
- Better behavior to replicate one of the GS functions where the Graphics Synthesizer can discard a pixel based on the destination output. In order to emulate this function properly you need in-order RW texture. Unfortunately standard GPU only has either an in-order RO texture or an out-of-order RW texture, to circumvent around this limitation accurate date implements a two pass algorithm to implement the effect. The 1st pass searches the valid primitive ID and the 2nd pass will do the draw based on the previous pass.

Improved read of depth / color:
- A standard GPU has separate textures for the color and the depth information. The GS doesn't enforce such separation between color/depth information. So it is allowed to read depth as color or write color into depth. You could even write depth in the color render target. It is used for effects such as "depth of field". The new option "Hardware depth", which is an OpenGL renderer exclusive, allows to convert depth/color into color/depth respectively. Now you can enjoy accurate reproduction of such effects. However these conversions require additional resources from your GPU which might gradually decrease performance in cost of accuracy.

SPU2-X

Per channel volume adjustment:
- A.K.A Room Correction. This feature is present in the control panel of some audio chips, but often enough, the settings that work well for the system in general, don't match the settings that you prefer for emulated games, due to the intrinsic differences of the emulated machine.
- It does exactly what it sounds like: lets you adjust each output channel independently, to compensate for things such as distance of the speakers to the chair, or to emphasize the vocals (center channel) or the surround sound (side/back channels) when the game's balance is not fully to your liking.
- You'll find the values hidden in the SPU2-X.INI file, under the MIXING section (VolumeAdjust series of keys). The values are in decibels, which means writing 1 in one of the volumes will make the amplitude 10x larger, 2 will blow it up to 100x, and -1 will make it 1/10th of the original. Smaller values in the range of -1 to 1 are recommended for testing, as it's easy to cause unwanted clipping in the output.

Time Stretcher:

Improvements to tempo adjustments:
- Previously latency values higher than 200ms will make the stretcher adjustments overshoot the target
- equilibrium back and forth, in effect never stabilizing. This bug was fixed by lowering the tempo adjustments to avoid potential overshoots on bigger buffers.
- The latency slider will now allow a minimum value of 15ms. Providing choices of choosing from values between 15 to 29ms on the slider.

GUI:


Configurable template on GSFrame titlebar:
- There was some discussion among the users about the elements which should be displayed on the title bar of the rendering window, some of them disagreed with the placement of the elements and suggested to replace them in different order and have certain elements prioritized. While our users opinions are respected, all of them had very different ideas and it was impossible to satisfy everyone. Hence a consensus was never reached.
- So Avih decided to create a general template system to allow customization of the elements on the title bar. The following template is located in the inis_1.4.0/PCSX2_ui.ini file though lacks a user interface for easier customization.

Revamped Core and GSDX plugin dialogs:
- The Core and GSDX dialogs have undergone quite a deal of changes like converting the three-state checkboxes to a combobox, inclusion of tooltips on GSDX dialogs and further simplification / categorization which eventually lead to the Shader configuration dialog which includes all the Shader based options. (Shade Boost , FXAA , TV Shader and External shader) on the core side, there was a recent WX update from 2.8 to 3.0 which eventually caused a few issues but all of them got fixed eventually by our WX Expert Turtleli and there has also been support for DPI scaling added for all the dialogs. The Emulation settings dialog has also been changed slightly to be more consistent with the Linux GUI.

PCSX2 1.4.0 相關參考資料
Download PCSX2 1.4.0 for Windows

Download PCSX2 1.4.0 for Windows. Fast downloads of the latest free software! Click now.

https://filehippo.com

Downloads

The official source for the latest stable and nightly builds (aka dev builds) for PCSX2 on all supported platforms.

https://pcsx2.net

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https://www.emulatorgames.net

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This emulator works in maximum quality on the Linux platform and is developed by PCSX2 Team. Download PCSX2 1.4.0 Linux Binary to play PS2 ROMs on your device.

https://www.emulatorgames.net

PCSX2 1.4.0 Setup Tutorial Best Configuration Guide & ...

https://www.youtube.com

PCSX2 1.4.0 Standalone Installer

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https://forums.pcsx2.net

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