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FFVIII Random Encounter Transition Screen Issue

1858 Views 14 Replies 5 Participants Last post by  Squall-Leonhart
When I get into a random battle, the transition screen, instead of looking normal, is black and then I see random colors like yellow, hot pink, and light blue, but the animation of it seems normal enough. Aside from this the game runs perfect.

Screenshot: View attachment 205727

Here are my settings (I simply clicked on Nice):

Plugin: Pete's OpenGL2 Driver 2.9
Author: Pete Bernert
Card vendor: NVIDIA Corporation
GFX card: GeForce FX 5500/PCI/SSE2

- 640x480 Window mode
- Internal X resolution: 1
- Internal Y resolution: 1
- Keep psx aspect ratio: off
- No render-to-texture: off

- Filtering: 0
- Hi-Res textures: 0
- TexWin pixel shader: on
- VRam size: 0 MBytes

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

- Offscreen drawing: 2
- Framebuffer effects: 3
- Framebuffer uploads: 1

- Scanlines: off
- Mdec filter: on
- Screen filtering: on
- Shader effects: 0/1
- Flicker-fix border size: 0
- GF4/XP crash fix: off
- Game fixes: off [00000000]

Also when playing FF9 the borders around the text/menu boxes have random visual glitches like a piece of the current screen being pasted on it always on the right side of the window.
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Do you really have a PCI graphics card or are your AGP drivers not installed? You might also want to upgrade your graphics card drivers, not to the newest ones, but to something like the older 5x.xx drivers which better suit your card.

The FF battle swirls are tricky. If the game is running perfectly and your only problem is the battle swirls, then I'd say leave it alone. However, you might want to try this config.

For FF9, try this.
Try this configuration for FF8. You'll find configurations for FF9 on the same site.
Yes I do have PCI it's all my computer can use its fairly old and I can't afford a new one right now. And I can live with the this being the only minor issue, just thought it would be nice if I could configure it so it worked a bit better.

I will check out both of you guys links.

Thanks :)
Well I tried changing my setting and it did cause the game to run slow so I changed my setting back and its still going really slow. Please help me.
From my personal experience Geforce 5XXX cards are not really OGL2 plugin friends. I suggest you to use the OGL1 plugin instead.
5900+ is best for ogl2
I'd think a GeForce 5700 (AGP, and no LE version) might pull it off fairly decently.

The GeForce 5500 is just an overclocked GeForce 5200, which is pretty slow. The GeForce 4 Ti4200 was much faster than both.

I agree, stick to OpenGL(1), and perhaps use older drivers as was already mentioned. I also gave that same advice in another thread. Use around the 6x.xx drivers (you want ones slightly newer at the least, since newer drivers usually add performance).
nah, 128bit cards just suck for FSFBE
It has little to to do with 128 vs 256 by itself. The GeForce 7600GT showing the GeForce 6800GT up showed that much, and my GeForce 8600GTS OC could do all in ePSXe as my current GPU. I know ePSXe isn't demanding for newer cards, but there's more to it than the bit width. Just as frequency with a CPU, this is only part of the equation.

Given that the GeForce FX series had the issues it did though, I'll believe you that it took a 256 bit one to do OpenGL2 decently. I've never used a GeForce FX card, so I wouldn't know.

FSFBE's have everything to do with how fast the framebuffer can push data :)

Faster memory can make up for a slower bus, but when the memory is already slow (which it is on the 5700) then its just not worth it. the 6600GT being beaten in emulators by a 5900 shows this for a fact
No, it's not wrong, and you prove this yourself.
Faster memory can make up for a slower bus
I was only saying that the data width is not a be all end all itself, but just a part of an equation. I never said the GeForce 5700 was fast enough (I originally guessed it may be, and at lower settings/besides framebuffer heavy situation, I still think it would be if my GeForce 4 Ti4200 was). I never knew the data width was as important in framebuffer related things as it is, but it's still only half of the equation at best.
the 7600 in your example has faster shader performance, but would still be slower when taxed with FBE/FBO's such as those used in PSX and n64 emulation. this can also be shown where AA kills the 7600 but works at playable speeds on the 6800.

the Ti4200 though, is not capable of using OGL2 framebuffer extensions (Frame buffer objects) and is limited to the pbuffer, which is far slower.

As for PSX framebuffer effects, they are entirely dependant on the FBP, and the narrower width of the 5700 memory bus makes it far slower to run the framebuffer effects on. the 5900 itself is not fast enough for certain effects *(even a 6800GT is brought to its knee's by FF7's Knights of the Round summon)
So perhaps that's why my old PC slowed a bit sometimes in ePSXe. I remember in Final Fantasy IX, during the battles with one of the bosses in Final Fantasy IX ("Hill Gigas", the Green ogre boss on disc two) would sometimes slow during some attacks (I think it was a split second of the earthquake attack). I had smoothing and shaders and all of that good stuff on maximum, with high internal resolution, and, if I remember right, the lowest framebuffer render mode was what I was using at the time (unknowngly). I always thought it was the Pentium 4 2.8GHz slowing down, as I though "there's no way this card (GeForce 6800 GS AGP modified @ Ultra speeds/configuration) is choking on ePSXe", since it was high end (only the GeForce 7 series/Radeon X1x00 was newer) at the time. I guess either it was the render mode being set to the slower setting (I was using a low fullscreen resolution though), or it was as you're describing, and all of the framebuffer stuff at such high settings slowed down even that card in that instance.
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Using Render mode 2, would've netted you some performance improvements, especially where using internal resolution settings above x1 y1, but yeah, the general performance bottleneck is reading and writing to and from the framebuffer.
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