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kQsi

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Discussion starter · #1 · (Edited)
Hello I am actually using 4xMSAL shader but i wanted to ask if there is some other shader whom can make game looks more sharp?

Game look now;
Image

and my settings are:
Image


Game looks very pretty atm anyways but maybe might look better?
PS. What is Flicker-fix border? What i am suppouse to write in that square? :(
 
You can try use PeteOpenGL2Tweak, config ini for BRZx Texture Filtering + Intern Resolution and try AA Shader v2.o + Natural vision.
Image

Image

and fliker border is how many pixels you want to cut if you have a border flikering.
 
Just download the new video plugin and go on inis Folder find "gpuPeteOpenGL2Tweak.ini".

the GTE option only works on PCSXR but the other optmizations works on EPSXE.

and here is my conf

[Options]

#Enables GTE Accuracy Hack
GTEAccuracy = true

#Fixes VRAM size detection
FixMemoryDetection = true

#Enables VSync, paramater specifies the minimum number of video frames that are displayed before a buffer swap will occur
VSyncInterval = 0

#Hides cursor in window
HideCursor = false

#Use Playstation Emulation Cheater plugin
UsePEC = false

#Disables PEC and emulator save states (ie. F1/F2/F3 keys)
HardcoreMode = false

#Fixes fullscreen aspect ratio
FixFullscreenAspect = false


[Window]

#Moves window to X position
WindowX = -1

#Moves window to Y position
WindowY = -1

#Set window on-top flag
WindowOnTop = false


[ResHack]

#Internal resolution X multiplier, recommended max: 8
MulX = 8

#Internal resolution Y multiplier, recommended max: 12
MulY = 12


[xBRZ]

#xBRZ scale, max 5
xBRZScale = 2

#Texture slice for scaler, different slices can provide better or worse perfomance, recommended 8
SliceSize = 8

#If texture width is smaller than paramater then nearest neighbour scaler will be used
NearestFallbackWidth = 32

#If texture height is smaller than paramater then nearest neighbour scaler will be used
NearestFallbackHeight = 32

#If texture total number of pixels (width*height) is smaller than paramater then nearest neighbour scaler will be used
NearestFallbackSize = 64


[PadPlugin]

#Port1 pad plugin path
Port1 =

#Port2 pad plugin path
Port2 =


[Version]
Config = 10
 
Update:
Image

gpuPeteOpenGL2Tweak.ini:

[Options]

#Enables GTE Accuracy Hack
GTEAccuracy = true

#Fixes VRAM size detection
FixMemoryDetection = true

#Enables VSync, paramater specifies the minimum number of video frames that are displayed before a buffer swap will occur
VSyncInterval = 0

#Hides cursor in window
HideCursor = false

#Use Playstation Emulation Cheater plugin
UsePEC = false

#Disables PEC and emulator save states (ie. F1/F2/F3 keys)
HardcoreMode = false

#Fixes fullscreen aspect ratio
FixFullscreenAspect = false


[Window]

#Moves window to X position
WindowX = -1

#Moves window to Y position
WindowY = -1

#Set window on-top flag
WindowOnTop = false


[ResHack]

#Internal resolution X multiplier, recommended max: 8
MulX = 6

#Internal resolution Y multiplier, recommended max: 12
MulY = 10


[xBRZ]

#xBRZ scale, max 5
xBRZScale = 4

#Texture slice for scaler, different slices can provide better or worse perfomance, recommended 8
SliceSize = 8

#If texture width is smaller than paramater then nearest neighbour scaler will be used
NearestFallbackWidth = 8

#If texture height is smaller than paramater then nearest neighbour scaler will be used
NearestFallbackHeight = 8

#If texture total number of pixels (width*height) is smaller than paramater then nearest neighbour scaler will be used
NearestFallbackSize = 64


[PadPlugin]

#Port1 pad plugin path
Port1 =

#Port2 pad plugin path
Port2 =


[Version]
Config = 10
 
Well i use ePSXe and Pcsxr based on the game i playing, i use gpuPeteOpenGL2Tweak tha on PCSXR suports true widescreen but on games like does't look realy good sice the background just strech causing deformations.

so its hard to keep each game with a custon setting so i created a PSX Launcher, it create a backup of your settings whe you hit the "CONFIG EMULATOR" button and suports auto launch of your games.

to record i use NVIDIA SHADOWPLAY with has best perfomace\quality but you can use fraps as well or xplit, or even use the Raptr recorder.

here a exemple:
 
You can try PsxFX 1.30 Final http://www.mediafire.com/download/1n7rm505z3cxd7b/PsxFX_1.30_Final.zip . It's a hybrid shader that combines 4 different types of AA (you have to use them separately of course), subpixel dithering, bloom, adjustable tonemapping, s-curve contrast adjustment, colour vibrance, gamma correction and light attenuation. It works very well with PeteOpenGLTweak and PetesOpenGL2 plug-in. Or you could even use ReShade http://reshade.me/ . If you haven't heard of it I can explain it a little if need be. Almost everyone has heard of it so you probably have had too. It works very well with ePSXe and PeteOpenGLTweak/PetesOpenGL2 plug-in as well. It can get a little bogged down if you overload it with too many shaders though.
 
Hello I am actually using 4xMSAL shader but i wanted to ask if there is some other shader whom can make game looks more sharp?

Game look now;
Image

and my settings are:
Image


Game looks very pretty atm anyways but maybe might look better?
PS. What is Flicker-fix border? What i am suppouse to write in that square? :(
By any chance are you using Windows 10?
 
Discussion starter · #10 · (Edited)
Yes, I have Win10 as my OS.

Update.
I changed shader for AA Shader 4.0 + colors and use this settings:
Image

No OpenGLTweak because seem to freezy my ePSXe startup and i can't see difference in eyecandy. No others tweaks eg. Reshade or PsxFX cus seem too complicated for me.

Game looks now more live with this shader.
Image


Again, i have a question - what is "Use pixel shader for 'PSX texture window' emulation?

Also is it possible to get this ?sharp? menu look:
Image

it only appears when i interact with somthing, you know dead soldiers, doors, picking up items etc.

My looks like this and seem to be detail missing :(
Image

Some green color dissapeared.
Thanks for replies. And im going to use D3DGear for recording. But need to get best look first :D
 
Msal is the best look ur gnna get. If u make it sharper, the bg is gnna suffer. If u lower the rez to cater to the background, the 3d models will suffer. Playing on a high rez with msal is the best ur gnna get. U can always try reshade by crosire if u wabt more shader options.
 
Discussion starter · #12 · (Edited)
I did a little comparison:
4XMSAL (shader lvl:2)
Image

4XMSAL (shader lvl:4)
Image

AA4.0+COLORS (shader lvl:2)
Image

AA4.0+COLORS (shader lvl:4)
Image

As you can see only the fourth image is darker. How would you rate? Your opinions will help.

Msal is the best look ur gnna get. If u make it sharper, the bg is gnna suffer. If u lower the rez to cater to the background, the 3d models will suffer. Playing on a high rez with msal is the best ur gnna get. U can always try reshade by crosire if u wabt more shader options.
I wrote that I do not want to use any tools because they are too complicated for me, and i get rid of that strange streched menu by setting Texture filtering on 0. :D

Also i asked question, what is "Use pixel shader for 'PSX texture window' emulation" and what is difference in render modes and Off-Screen drawing? Please reply.
 
Shader level for the msal shader doesn't work. They're all the same for each level. Levels were never implemented in that shader. Reshade isn't complicated. That's the whole purpose why it was made other than allowing shaders for every backend. Texture filtering should be on 2 because that allows for filtering without those black lines. I don't know what the pixel shader for window thing means but I don't have it checked. Offscreen drawing I have set to 1 because that's the best to use for it doesn't give issue. I think it's used to have the pc create objects offscreen to lessen the chance of you magically seeing it show up out of no where when you walk to new areas. Other numbers could potentially cause glitches to show up.

There's the potential of you using lumasharpen from reshade to sharpen the image while still keeping the AA intact but I never tried it.
 
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I did a little comparison:
4XMSAL (shader lvl:2)
Image

4XMSAL (shader lvl:4)
Image

AA4.0+COLORS (shader lvl:2)
Image

AA4.0+COLORS (shader lvl:4)
Image

As you can see only the fourth image is darker. How would you rate? Your opinions will help.
Darker doesn't necessarily mean better. I found in a lot of games making things dark, by whatever means, can obscure detail. You have to remember, these games were made in the 1990's and very early 2000's. This was before the advent of HD and it's darker and vibrant look we are all used to now.

I wrote that I do not want to use any tools because they are too complicated for me, and i get rid of that strange streched menu by setting Texture filtering on 0. :D
I have to agree with shrina358 to a degree. ReShade would be a very good option but it can tend to be a little overwhelming an intimidating to those that don't "tweak" their games. The shader suite I posted about in my previous post, PsxFX 1.30 Final, is a shader file in the same format as the AA4.0+colours. It's easy to use. All you have to do is open the .slf and .slv files with a text editor like windows notepad and manually adjust the different options and settings. The author of these files made concise and easy to understand notations about what each setting does and how it will effect the image quality. If you are willing to use this shader suite I'd be more than willing to walk you through on how to do everything you have trouble with. Trust me, you will find that it is easier to do than you thought it would be and you'll clearly see the results.

Also i asked question, what is "Use pixel shader for 'PSX texture window' emulation" and what is difference in render modes and Off-Screen drawing? Please reply.
"Use pixel shader for "PSX texture window" emulation - Repeated textures will be handled with a pixel shader rather than palletized textures (which helps with speed)." This quote was made by the plug-in author, Pete Bernert way back in 2004 when he made Pete'sOpenGL2 plug-in public. shinra358 already answered about different rendering modes so I'll let that be.
 
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A remark about the AA 4.o shader. Screen smoothing should be turned OFF, it's best used up to 1024x786 window size.
In general it's a bit less messy compared with 4xMSAL and then you have colors...
If texture filtering 2 is selected then this works fine with the OGL2 filtering variant.

I also recommend PsxFX 1.30 Final with fullscreen.
It's also possible to merge it with AA 4.o or 5xBR.:p
 
I also recommend PsxFX 1.30 Final with fullscreen.
It's also possible to merge it with AA 4.o or 5xBR.:p
Why don't you go ahead and do that for us :) ,as long as it's okay with ASMODEAN (Actually PsxFX uses some of your code anyway, doesn't it?) I don't see a downside . More options in one shader suite is a good thing. I personally would appreciate it.
 
Here is PsxFX + 5xBR 4.0 level2. I think the coloring is very nice. The effect replaced the old sprite interpolation. I think i don't need to say this but it's mostly usable with sprite games. There are better options for mixed 2D+3D games if you use Tapeq's xBRZ texture scalers combined with original PxsFX.

Some options like AA and CRT might break the effect but the shader is configured at it's best as it is i guess.
 

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Discussion starter · #18 ·
Welcome back. Okay so after testing I decided that I would stay with aa 4.0 shader, but I need to know how is it different version of "filtering" or "OGL2 filtering"? What level of shading should I set up?

Darker doesn't necessarily mean better. I found in a lot of games making things dark, by whatever means, can obscure detail. You have to remember, these games were made in the 1990's and very early 2000's. This was before the advent of HD and it's darker and vibrant look we are all used to now.



I have to agree with shrina358 to a degree. ReShade would be a very good option but it can tend to be a little overwhelming an intimidating to those that don't "tweak" their games. The shader suite I posted about in my previous post, PsxFX 1.30 Final, is a shader file in the same format as the AA4.0+colours. It's easy to use. All you have to do is open the .slf and .slv files with a text editor like windows notepad and manually adjust the different options and settings. The author of these files made concise and easy to understand notations about what each setting does and how it will effect the image quality. If you are willing to use this shader suite I'd be more than willing to walk you through on how to do everything you have trouble with. Trust me, you will find that it is easier to do than you thought it would be and you'll clearly see the results.



"Use pixel shader for "PSX texture window" emulation - Repeated textures will be handled with a pixel shader rather than palletized textures (which helps with speed)." This quote was made by the plug-in author, Pete Bernert way back in 2004 when he made Pete'sOpenGL2 plug-in public. shinra358 already answered about different rendering modes so I'll let that be.
I know that they were made a long time ago. I have it in mind.
So whether I should select the "Use pixel shaders for" PSX texture window "emulation" or not?
Image

Is it good now?
I care for the best possible quality without scanline. Thank you all for help. :)
 
Welcome back. Okay so after testing I decided that I would stay with aa 4.0 shader, but I need to know how is it different version of "filtering" or "OGL2 filtering"? What level of shading should I set up?



I know that they were made a long time ago. I have it in mind.
So whether I should select the "Use pixel shaders for" PSX texture window "emulation" or not?
Yes, keep using it. Most games don't benefit from it but it doesn't cause any issues and it will already be on for the games that do benefit from it.

Image

Is it good now?
I care for the best possible quality without scanline. Thank you all for help. :)
Keep "Render mode" as is at 2. Keep textures as is as per guest.r's advice. As for the comparability section, framebuffer effects should be fine if set to 2 but if your not having any fps issues at 3 I see no harm in keeping it at 3.
 
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Discussion starter · #20 · (Edited)
Hi. Yesterday I saw that came out a new version of ePSXe (shame on me). I noticed some new options. Could someone explain to me what they are, and whether they should be on or off?

Image

What is the difference between CPU Modes - Dynarec and Interpreter? Google does not answer :eek:

Image

I know that Subpixel precission cause less polygon shaking or something like this and a Widescreen is obvious... Is GTE Hacks need this plugin to work? I ask because tweaked plugin slows down the sound (I'm using ePSXe SPU core 2.0.0) and generally when using xBRZ I'm losing a lot of details in graphics. >Comparison<. What do you think?

Image

Pete's OpenGL2 GPU core 2.0.0. - is it something new?

Current settings:
Image

and shader:
Image


More comparisons:
#Croc - As you can see, again, the details disappear. You can see more black lines between the "tiles" of the arena.
#Parasite Eve II - It looks like it was all fuzzy, and the menu goes beyond the frame.
#Dino Crisis II - And here's something odd glitch. The keyboard is out of place. This problem occurs in normal and tweaked version of the plugin. Graphics again looks like it was fuzzy.
#Resident Evil III - Here, the same glitch, but with the case. Anyone know what's going on? Thank you for any help.

#edit
I think my mistake. I changed shaders and saw that xBRZ works differently with different shaders. With some better some worse. So it is probably dependent on each other. So whether AA 4.0 w / colors are a good choice if I can do better?
 
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