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Discussion Starter · #1 ·
Before beginning I wish that I could've posted this before Pete's 1.51 GPU release, but here goes.
In the GPU where it says FRAMEBUFFER TEXTURES I'm using black right now and the demo's in the games (not the FMV/mdecs) are kind of dark here's an example from DC 2.
 

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Pretty normal...
ANd u won t see the special effect too (I know it cuz i remember that dc2 is in 3d, so there s that kind of effect...)

Go check this topic

http://boards.psxemu.com/showthread.php?threadid=2902

And read my post...
I suggest u to put the read framebuffer textures on and choose the gfx card buffer option in the framebuffertextures pannel....
(if ur system can handle it of course)

Bye

sawasdee
 

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LOL sorry to be too fast :D

well, enable the offscreen drawing to enhanced and w/ all the features i ve said above....(err in order to see the effect u must enable the FVP too....It ll be too slow but try it...and yeah, almost forgot: put on the advanced blending)

Bye
 

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Discussion Starter · #7 ·
Now first I just want to say that has anyone notice these problems!!!!
Second, Pete I appreciate all the work that you have done and I was thinking that could you add another option in the framebuffer texture so that those demos could be a little brighter.
And at the Color Depth, could you also add a 24-bit option too, thanks Pete and the emu gang for hearing me out.:)
 

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Discussion Starter · #8 ·
Anybody else have ideas?! Don't tell me that I'm the only person that has this problem!!!! The games play fine but when it comes to those demo scenes in Dino Crisis 2 and Metal Gear Solid when using framebuffer texture "black", the demo's get from normal bright to dark, just like in picture 1 that I've posted.
Then when using emulated vram (I don't get any slowdowns or anything) the demo's show up with normal bright tone, but what's that the characters do not show up now:( ?! just like in picture 2 that I've attached.
And then finally I've checked the last option which was GFX buffer, and bascially you could see the third pic on how it looks like....

So I'm saying that these problems occur in the scene demos of the games, nowhere else. The mdecs play fine, games are running in good pace, could hear that speech coming from the characters. But please add another option in the framebuffer texture. Thank you.
 

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well, have u tried ALL the possibilities in order to play that effect?
Read the readme of pete OGL plugin (or i guess it was the readme of the new version...)

Well, enable advanced blending since u have problems w/ colours.
Try the framebuffer read feature in the special game fixes too.
Don t forget that Offscreen must be ACTIVATED in order to see that effect...

Well, try all the methods available in the readme.
U should have no problems at all w/ it.

Bye
 

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Wowie! I'm still learning new tricks in epsxe. I have had that same darkened cut scene problem in Tenchu 2 when I make a stealth kill. I hadn't noticed ti in any other games so I just turned up my gamma and ignored it. Thanks for the info guys.
 

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Originally posted by Bubsy
Now first I just want to say that has anyone notice these problems!!!!
Second, Pete I appreciate all the work that you have done and I was thinking that could you add another option in the framebuffer texture so that those demos could be a little brighter.
And at the Color Depth, could you also add a 24-bit option too, thanks Pete and the emu gang for hearing me out.:)
I get the vertical lines when the motion blur effect is in use through pete's D3DGPU too... Lewpy's 3dfxglide tries valiantly to do it but ultimately fails (in Vagrant story, it displays a couple of wierd pinks lines and the word "loading" when it tries... oh well, it's faster for me, but less advanced than pete's D3D)

Your first picture looked perfecly fine to me *shrugs* sorry bubsy, probably differences in monitors :p
 

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Discussion Starter · #13 ·
Well first Rargh I should've said that I'm using the D3D GPU, and thanks for the ideas, but none worked.
And Raziel the second pic is emulated vram without FVP, and I know that the black option has no special effect, thats why I hope that Pete will add another option in the framebuffer texture.
Also thanks Adair and Rigsta for noticing these problems, if anyone else has a problem related to this please post here so the authors could understand our problems.
 

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Such motion blur effects are hard to do on hw/accel. gpus.
The effect is done by using the already rendered screen as a new texture, and
drawing the texture all over the screen again.

"Black" will just use a black texture instead of the real screen picture, making everything
darker on some occasions. No way around that... and doing a "brighter" color
could help (maybe) some games but hurt (for sure) others... and I really don't
want to add more and more FB textures options.

The strange lines/blurs are happening, because my FB texture funcs are having
some +/- 1 problems sometimes, it's hard to make a formula which is working well
in all games. You could try to use the D3D plugin instead (if you are using the
OGL one), or the OGL one, if you are using D3D right now... the funcs are working
different in both APIs, so maybe the effects will be better in the other plugin.
 

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Discussion Starter · #15 ·
Well I'm using your D3D plugin, but your saying is that it couldn't be done, right!! I also don't want to pressure you or anything, or add more and more options to the framebuffer texture, but couldn't there be a way of making a lighter function, for example take the first pic that I've posted and making it a little brighter.
 

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Discussion Starter · #17 ·
The scene demos get dark and after the demos pass by, the brightness comes back to it's normal phase. Now if I turned up the gamma, yes the demo scenes will look normal, but at the gameplay it will get too bright.
But thanks for the reply anyway.
 

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If anyone wants to be able to inc/dec gamma without pausing your game you should get powerstrip. It has hot keys for gamma and some other functions of a video card. Its a shareware, but the only restriction is that the demo forgets your cards overclocked settings every few weeks. If you overclock your card through another means then that won't bother you though. I have it and am able to hit ctrl, alt, keypad+/keypad- to adjust gamma on the fly. You can get it here. www.entechtaiwan.com
 

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Well...

Pete why don't you try to do framebuffering in software as the option avanced blending (in software, of course ;) ), it will correct problems with all cards, and being the same slow or faster (your CPU says all)
And another idea (crazy idea) but a little logical :))
Why don't add many psx-hard-to-emulate-effects in the vertex and pixel programmable shaders of the Geforce3 and the newcomers as Radeon 2 and Kyro3 (first on GF3) ? with their hability of programing effects in hardware they would give your plugin in this kind of cards a lot of more speed and quality (the dream of a near perfect 3D emulation xP)
well...I don't have a GF3... just a riva128zx x-D

Byez
 
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