Next Generation Emulation banner
1 - 9 of 9 Posts

775 Posts
Discussion Starter · #2 · (Edited)
Here's my GPU spec's from Pete's D3D 1.49 plugin:

- 640x480 Fullscreen - [16 Bit]

- R4G4B4A4
- Filtering: 2
- Caching: 2 - 125 textures usable

- FPS limit: off
- Frame skipping: off
- FPS limit: 60

- Offscreen drawing: 1
- Framebuffer texture: 1
- Alpha multipass: on
- Mask bit: on
- Advanced blending: hardware

- Scanlines: off
- Unfiltered FB: on
- Dithering: off
- Full vram: on
- Game fixes: off [00000081]

So could someone help me here:( ........

Premium Member
6,284 Posts
Just copied this from the files that Pete wrote:
"There are now (1.48 or newer) 5 different OD modes... OD is used
to detect drawings which are outside the front/backbuffer, doing such
stuff in software (or by tweaking polygon coords).
0 (none): fastest mode, glitches in splash screens/game gfx can happen
1 (minimum): takes care of most splash screens
2 (standard): does an easy check, if software drawing/coord tweaking is needed
3 (enhanced): does a more complicated check for soft drawing
4 (extended): does the "enhanced" check, and adds some additional buffer
swap (can cause flickering with some games)

775 Posts
Discussion Starter · #9 · (Edited)
Yeah it was the offscreen drawing. My was at 1 (minium), now I put it to 2 (standard), and the menu's come out in the battle scenes. Thanks guy's:) .
But it's weird though:confused: , once you add another level of the off-screen drawing, the games slow-down. I wish that there would be some way to optimize this:( .

(Thanks for the compliment Rargh, I'm glad you like my new signature):D
1 - 9 of 9 Posts
This is an older thread, you may not receive a response, and could be reviving an old thread. Please consider creating a new thread.