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An up-to-date FFVII config recommendation?

9058 Views 18 Replies 7 Participants Last post by  sultanoswing
Hallo. I apologize profusely if my question has been answered a thousand times already, I couldn't find the answer I needed via searching. Can someone recommend me a good configuration for FFVII? My system is based around this hardware:

Athlon 64 3200+ [Clawhammer] with a small overclock
MSI K8N Neo Platinum mainboard [nForce 3 250Gb chipset]
HIS 9800 Pro IceQ
1 GB Crucial Ballistix PC3200 @ 2-2-2-5, 1T
Mitsubishi Diamond Pro 930SB 19" monitor
Blah...

I am using ePSXe v1.6.0, Pete's OpenGL2 Driver 2.7, and Eternal SPU 1.50. I generally use a 1600 X 1200 screen resolution, refresh rate is 85Hz. FFVII runs OK, but I know that with the right config I can improve it. It's bearable, but I'm getting these weird green lines around objects on the screen. If someone can recommend some plugins to try or the best way to configure these plugins I already have, please post, it would be a great help. :mad:)
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Well, w/o seeing your actual configuration, I can suggest that if you have Hi-Res textures on that you should turn them off, and try setting your X Res to 1 or 2 and Y Res to 2. 1600x1200 is a pretty high resolution, and you would probably not suffer any if you ended up knocking that down a bit, but that shouldn't be necessary unless you start using options like Screen Smoothing or Scanlines that get progressively slower at higher resolutions.

Post your GPU plugin settings (there is a neat "Copy to Clipboard button in Pete's/P.E.Op.S. plugins to make this easy) so we can "tweak" what you have, rather than starting from scratch.

If you want help configuring the audio, post what kind of sound card you have and your current SPU settings.
I played around a bit and found that this setup gives me a pretty nice result on FF7 for Display. My screentshots in the soft plugin don't work correctly, but you may want to try this config as I don't get the problems on character sprites that would require AA to fix:

Plugin: P.E.Op.S. Soft Driver 1.1.17
Author: Pete Bernert and the P.E.Op.S. team

Resolution/Color:
- 800x600 Fullscreen - [32 Bit] (If you set this higher with the stretching I used the display will not fill the screen)
Stretch mode: 11 (This is the HQ2X Unstretched setting, Set to HQ3X Unstretched if you plan on using a resolution higher than 1152x768, I get problems at higher resolutions with my monitor)
Dither mode: 2

Framerate:
- FPS limit: on
- Frame skipping: off
- FPS limit: Auto

Misc:
- Scanlines: disabled
- Game fixes: off [00000001]


By using Unstretched HQ scaling, you eliminate the need for AA on the character sprites, and this plugin seems to work better for me in FF7 while I use OGL2 for most other games. This may lag on slower systems, but so will complex shaders.
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using HQ3x you will have to use a lower resolution (try in the 1024x768 to 1280x1024 range) as it doesn't stretch the screen to fill it; thus if you use say 1600x1200, it would display the native game resolution x3 and appear tiny within the screen. The only reason I suggest this setup for FF7 is that it keeps the sprites looking natural and doesn't require any sort of special filtering to reduce jagged edges. As for the freezes you are getting, there is a chance that if your resolution is too high using this particular plugin, that the game will either freeze or not display anything that isn't rendered (i.e. the New Game/Continue screen or the in-game menu) w/o actually crashing.

If you get the crash running it at 1024x768 then I will look into a way to fix that. Unfortunately, there seems to be a problem of the display being too wide for this resolution, so when you go into the menus, there is a "ghost" of the part cut off on the right side of the screen overlapping the left side. Stretching would fix this, but mess up the sprites -.-





I tried out the OpenGL2 shaders today as well. What you need to do is make a directory in your ePSXe directory and extract your shaders to it. They should be in pairs, with a set name of gpuPeteOGL2.* if not name them this (keeping the original extensions intact). Set the shaders directory using the "..." button in the plugin next to the "Shader Effects" option.

Now if the shader you want to use is a fp and vp pair, set the OGL2 plugin to "Shader Effects=3" and make sure "Screen Filtering=1" and it will load %ShaderDir%\gpuPeteOGL2.fp and %ShaderDir%\gpuPeteOGL2.vp where %ShaderDir% is where you told the plugin to find the shaders.

For a slv and slf pair, follow the above, except set the plugin to "ShaderEffects=5" and it will load %ShaderDir%\gpuPeteOGL2.slv and %ShaderDir%\gpuPeteOGL2.slf instead.

If you want a way to swap between different vp/fp shaders or slv/slf textures quickly, you can give each texture pair a unique name in the same folder, then make a batch file containing the following for each pair:

Code:
del gpuPeteOGL2.slf
del gpuPeteOGL2.slv
copy shader1.slf gpuPeteOGL2.slf
copy shader1.slv gpuPeteOGL2.slv
change "shader1" to whatever your unique name is for that batch file, and change the file extensions as necessary for fp/vp. To make a batch file, just open notepad, put in the text like above, making any necessary changes; File->Save As->change file type to All and save it as shader1.bat or whatever will make it easy to identify which shaders it enables. You still have to change the plugin option if switching form vp/fp to slv/slf or vice-versa, but this will save you a lot of time renaming files if you like several shaders. Perhaps a shader will work for you at a high resolution, try a few out and see how it goes.
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