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ready2rumbelX  Strong supporter
 

Status:Offline Date registered: 26.05.2006 Post:20 Send Message | Created on 14.04.2008 - 22:00 |  |
Greetz guys.
Pete, I want to say thank you but without it coming off like i'm a$$-kissing....so, I wanted to say I appreciate all the effort and work. Pete's Plugins have been stable with my PSX gaming for over 6 years...cheers plenty.
Now, as all of you know...ePSXe v1.7 is scheduled to be released sometime soon (not sure exactly which date). So, I was wondering if Pete was planning any future releases of his plugins, specifically OpenGL2.
Pete, if you are intending on working on another release, could I suggest something?
If anyone using the OpenGL2 knows, you can set any game to insane resolutions, as well as add internal enhancements (internal X and Y res).
The games themselves look amazing on these settings, but the only thing is that the framebuffer effects are displayed in software.
I assume that it renders the game with the users settings (i.e 1280x960, internal x= 2048 internal y-2048 with filtering) but calculates the framebuffer effects through default psx settings (i.e. native playstation internal x & y res (which i believe is either 128x128 or 256x256), as well as actual resolution (320x240) and no filtering; software mode)...
Is there anyway to add the ability to render the framebuffer effects based on what the game (mainly emulator -> plugin settings) have specified? So, basically...rather than a mix of match of hardware and software, can it be done to have the framebuffer effects solely hardware? (the framebuffer output is the same to the plugin settings; including resolution, filtering and internal X & Y resolutions).
It's probably easier asked than done...and I am sure you've contemplated this before.....but I, like alot of users, have current hardware and would love to see this feature added.
This would just make the best plugin EVEN better!
Here's hoping...... And thanks very, very much Pete...you're a treasure for any emulation community.
r2rX :D
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The_Source  Real addict
  

Status:Offline Date registered: 14.07.2004 Post:492 Send Message | Created on 15.04.2008 - 07:35 |  |
Part of the drawing is done by the emulator itself and if it is not changed in the future, Pete will hardly be able to workaround it in plugin.
I also have a couple of requests:
1. To fix compatibility issues with 2d games like Chrono Trigger in OpenGL2 2.8. Software plugin works fine but in linux it is too slow.
2. To add texture multisampling to avoid unwanted aliasing in OpenGL2 2.8 when using standard render mode.
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ready2rumbelX  Strong supporter
 

Status:Offline Date registered: 26.05.2006 Post:20 Send Message | Created on 15.04.2008 - 09:54 |  |
The_Source schrieb
Part of the drawing is done by the emulator itself and if it is not changed in the future, Pete will hardly be able to workaround it in plugin.
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Hmm...what exactly is it from the emu that forces the framebuffer effects to display in psx native software mode? I thought the emu allows the plugin to display the effects that the emu calculates....so what is there to work around? (I really want to understand this )
r2rX :D
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diceman2037 Real addict
  

Status:Offline Date registered: 18.07.2005 Post:165 Send Message | Created on 15.04.2008 - 14:57 |  |
actually the textures get as small as 60x60
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ready2rumbelX  Strong supporter
 

Status:Offline Date registered: 26.05.2006 Post:20 Send Message | Created on 16.04.2008 - 23:09 |  |
diceman2037 schrieb
actually the textures get as small as 60x60
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Woah....I didn't know it went as small as that. To think that from those dimensions it's upscaled so beautifully (thanks to the internal x&y control).
Good stuff. 
Signature -Intel Core 2 Quad (@3200Mhz)
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PeteBernert Admin
    

Status:Offline Date registered: 04.10.2003 Post:818 Send Message | Created on 25.04.2008 - 22:52 |  |
The_Source schrieb
I also have a couple of requests:
1. To fix compatibility issues with 2d games like Chrono Trigger in OpenGL2 2.8. Software plugin works fine but in linux it is too slow.
2. To add texture multisampling to avoid unwanted aliasing in OpenGL2 2.8 when using standard render mode.
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1. what issues?
2. there will be never any multisampling, because the psx gpu (and my plugin) doesn't get any depth (z) informations. Therefore also no anisotropic filtering, or trilinear filtering, or or or...
[Dieser Beitrag wurde am 25.04.2008 - 22:53 von PeteBernert aktualisiert]
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The_Source  Real addict
  

Status:Offline Date registered: 14.07.2004 Post:492 Send Message | Created on 26.04.2008 - 20:53 |  |
1. For example Chrono Trigger: water in cave does not flow. It is "frozen". No settings can help. Also multiple image corruptions on magic effects.
There are issues in Castlevania: Symphony of the Night: effects in first battle with Dracula are not drawn properly. (I already reported this earlier).
2. Ah, too bad. Enabling AA in drivers helps ogl 1.76, but not ogl2 2.8.
[Dieser Beitrag wurde am 26.04.2008 - 20:56 von The_Source aktualisiert]
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PeteBernert Admin
    

Status:Offline Date registered: 04.10.2003 Post:818 Send Message | Created on 27.04.2008 - 12:12 |  |
>1. For example Chrono Trigger: water in cave does not flow. It is "frozen". No settings can help.
can you try and compare the d3d/ogl1/ogl2 (and maybe even the xgl2 linux) plugins? I use a different checksum calculation for the texture palettes in each of the plugins, so chances are given that water may work in one of them 
>2. Ah, too bad. Enabling AA in drivers helps ogl 1.76, but not ogl2 2.8.
Enabling "AA" will never work correctly, since all depth informations in the z buffer of my psx gpus are not the "real" depth coords, but just some fake values to emulate the psx "mask bit". So all "AA" you will get is just random stuff...
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diceman2037 Real addict
  

Status:Offline Date registered: 18.07.2005 Post:165 Send Message | Created on 27.04.2008 - 15:51 |  |
AA does work in the 2.0 plugin as well, but as pete said, it is not correct, so it usually causes discolouration, to get it to work in 2.8 you need to disable all frame buffer settings, and hi res settings, since these all effect the texture coord.
as for chrono cross, how far into the game is this cave, i'll do a bit of a play through over the next week with epsxe 1.7 since i haven't really done any testing of games that bugged with 1.6
[Dieser Beitrag wurde am 27.04.2008 - 15:54 von diceman2037 aktualisiert]
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The_Source  Real addict
  

Status:Offline Date registered: 14.07.2004 Post:492 Send Message | Created on 28.04.2008 - 07:20 |  |
Chrono Trigger, not Chrono Cross. The cave after you leap to mystic village out of the future.
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