Shameless cheap thread copy/paste. Official thread: HERE, or [Download].-
Updates after version 0.34
README - Translated by F1ReB4LL, R4kk00n. I like PlayStation, its games an everything connected with it, looks like I have some good memories left from childhood. I didn't liked emulation precise and, in general, wanted to do something by myself. --------------------------------------- Target. --------------------------------------- The target is to make a plugin, which emulates the PSX GPU with maximum precision, and using of all the methods of grapics improvement. --------------------------------------- Realization. --------------------------------------- Setup dialogue. GUI is written on gtk, this, of course, requires installation of gtk-runtime, I've seen lots of comments of this, I can only say, that if you can download an updated version of DirectX every month, so you can download GTK as well and use the GUI, if only you want it. If not - i won't insist on it. :) Why GTK? It's an easy question. :) Because the plugin is cross-platform and I'm not going to write a GUI on a native API for _every_ OS, I'd better use this time for emulation improvement. Emulation. You should already understood this by reading the Target section, but I'll better write it directly: I don't care, how much resources will be needed for emulation and that the plugin is already slow enough. People often ask, if the plugin will be faster. I swear, that it will be slower. :D For now only the geometry is rendered correctly, PSX GPU implements some exotic blending algorithm and my research shows that we'll need noticeably more operations per pixel as we approach the correct color rendering. Precise rendering timings are not implemented either. The calculations are available, but there is no appropriate interface in the emulator, plus, if implemented, it would make rendering even slower. Implemented, though disabled, a texture cache emulation. There is no visible improvement, just an increase in CPU load. :) Picture enhancement methods. Internal resolution. The most powerful method is an increase of the internal resolution. This method allows you to increase the resolution of the image independently in width and height by an arbitrary integer factor. In the manual I wrote that the best in my opinion is the resolution of 2x2. This does not mean that I cannot add larger factors, although it is somewhat inconvenient. I believe that further increase in resolution degrades the image, as "soapy" textures with perfect geometry leave a bad impression. Generally there is no restriction, I can make it 8x8, which is equal to setting "Ultra / Ultra" (I guess) in the hardware plugin OGL2 by Pete Bernert, but I doubt you can find a computer capable of at least 3 fps in this resolution. :D 24-bit renderer. Console has a 15-bit renderer, that's why Gouraud-shaded polygons have so unpleasant colors. When you turn this mode, renderer goes into 24-bit mode and the picture in this case is not only looks as good as on hardware plugins, but also doesn't have their drawbacks, you should turn "Gouraud shaded primitives" option for this. If you turn the "All primitives" mode, I'll tear your hands away :), because in this case you'll see the artefacts similar to hardware plugins, like various different colored borders around the picture. Texture bilinear filtering. The translators can't translate my text. :lol: Filters. Then goes filters, btw, very good ones: Super Eagle, Sal, Hq, Scale. For those who like them, I don't. :) But there are 'fans' of them, so I've decided to add them. I should say, that they're also very hardware-dependant, especially while working in pair with the increased internal resolution. Shaders. Realized a partial support for shaders written for gpuPeteOGL2, Only glsl shaders are supported. Issues. Possible aspect ratio issues. TV is something %), it's totally useless to test an output on some particular TV, because every TV has a slightly (or totally) different picture (in terms of aspect and picture position), due to different factory settings and custom user settings, I've tried to make the picture "like on some average TV", but I'm not sure in anything, some output measurements should also be redone. Some interlacing issues, because the counters are hidden from gpu, it's not possible to determine some moments precisely, which may affect/affects the picture.
Work on bilinear filter (HW & SW) and alpha smoothing (SW only).
Screenshots order: Standard, HW+Bilinear, SW+Bi+Alpha
Also something about the config dialog...
-. Added ZN support, now it's possible to use the plugin with ZiNc and pSx MAME.
-. Added precise bilinear textures filtration, see the screenshots (ogl2 is on the left, mine is on the right)