Hmm, that's not exactly a "flaw", but the lack on an enhancement I assume you are refering to pre-filtering of textures, rather than a full-screen scaling post-filter. With my plugin, it is very hard to do pre-filtering, because I try to stay as close to the original PSX textures as possible. This means I use paletted textures for PSX paletted textures (which it mainly uses). Pete has real difficulty supporting this, because not all Direct3D cards support paletted textures, and the state-change overhead in Direct3D is considerably more than Glide. Because of this, he generally has to convert paletted textures in to 16bit(+?) textures (a major headache and cache-thrasher when the PSX game uses palette cycling for texture animation). Because he is converting the texture to a non-paletted format, it is a fairly straight-forward step to increase the resolution of the texture and up-filter it. Such a technique is not possible on a paletted texture.cloudvii said:Yeah it is. Yet it has some flaws. For example there is no 2xSai .
I am always keen to hear of problems with games The snag is getting hold of the game so I can investigate the problem Do you have any save-states you could send over, at the beginning of, or during, the problem?And also there some problems I used to have with some games, which now run perfectly on Pete's d3d . One of them "Samurai shodown : Warrior's Rage" . The text at the start of story mode isn't appearing right. There is also "Inuyasha" Which had some strange bugs, but I haven't tried it with Pete's plugin yet, so may be it's an ePSXe problem .
That was always the aim: keep it as faithful as possible, and as fast as possible. Accuracy was the priority over speed, as long as it was feasible without crippling the rendering rate. All 3d-accelerated renderers have to take short-cuts, it just depends on how savage the shortcuts areBut overall the Glide plugin is awesome and so fast for slow machines.