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Discussion Starter #1
Hi there

Well I use Pete s OGL 1.48, and I have a problem w/ ff9 (or other game W/ 2d
I think)aon the monitor rendering...
I have a tv output so I can play it on (To tell the truth it s perfect w/ "standard w/o sprite"), but I ask people w/ monitor...
The Pete s Soft plugin renders near perfectly the 2d on the monitor
but pete Ogl w/ standard (or extended) draws almost transparents cubes on the whole screen.
I put a screenshot (It can t be seen, just take it and zoom in U should see)
w/ extended filtering
UMMMM
I have also problems to take screenshots w/ the soft plugin...
Just take a look at it, U ll understand...(HEY it is not like that in the game! ;) )
 

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Discussion Starter #3
Aie my pic was too big
sorry

there are here

the one w/ the Ogl plugin
Plugin: Pete's OpenGL Driver 1.1.48
Author: Pete Bernert

Resolution/Color:
- 640x480 Fullscreen - Desktop changing [32 Bit]

Textures:
- R8G8A8A8
- Filtering: 2 - edge clamping supported
- Caching: 1

Framerate:
- FPS limit: off
- Frame skipping: off
- FPS limit: 60

Compatibility:
- Offscreen drawing: 3
- Framebuffer texture: 1
- Alpha multipass: on
- Mask bit: off
- Advanced blending: off

Misc:
- Scanlines: off
- Line mode: off
- Unfiltered FB: off
- Dithering: off
- Full vram: off
- Game fixes: off [00000000]
 

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Discussion Starter #4
and the one w/ the soft plugin
(weird!)
and one more thing:
for the OGL pic, we don t see the cubes well in the pic but I swear that they are VERY visible in the game
Plugin: Pete's Soft Driver 1.1.48
Author: Pete Bernert

Resolution/Color:
- 640x480 Fullscreen - [32 Bit]

Framerate:
- FPS limit: on
- Frame skipping: off
- FPS limit: 60

Misc:
- Scanlines: disabled
- Game fixes: off [00000000]
 

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Discussion Starter #5
So U see my problem...
I didn t put the pic w/ the standard filtering (It s almost the same as the extended one w/ more glitches :( )
And when I know that the Pete soft plugin use the standard filtering and is so perfect...

Well bye!
 

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Well Rargh, Pete (the evil GPU coder) put those cubes to degrade graphics... He is an evil spirit.

No, really. Hope I understood correctly what you meant by those cubes, backgrounds consist of many smaller texture blocks. And when you apply bi-linear filtering on them (it is done to the texture blocks, not the whole screen) it gets little blocky. That's life mate.
 

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Same thing happens on the world map on Chrono Cross, I think each 'tile' gets filtered individualy and then they all get 'pasted' on the screen. I think Pete had mentioned this before and he stated that it would be very difficult to do the filtering after joining all the 'tiles' together, because you would need to detect all of the 'tiles' were in the same plane. (Lots of maths!)
 

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Yup, psx textures are not designed to get filtered (unlike the textures in
pc games), so all kind of glitches will happen if your are enabling filtering...

the dreadful 'black border syndrome', the treacherous 'background tiling
effect', the infamous 'transparent melted alpha area disease' and the
annoying 'unreadable small font glitch', to name a few ;)

Well, some effects can be somewhat repaired by using my 'extended' filtering
mode, but the background tiling is really a hard job... maybe... one day... :)

Golden rule: enable filtering, if you like it, disable it, if it gets unbearable ;)
 

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Oh, btw, the soft plugin is doing a snapshot of the whole psx vram,
not only the visible screen.

I use the plugin not for playing, but to check compatibility stuff, and it's
quite useful to have a bitmap of the whole vram sometimes :)
 

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Discussion Starter #13
Ok I see now thx.
(Think I will learn that too..)

But Pete, why ur soft plugin is perfect w/ the background filtering???
It s using this one isn t it?
there isn t any background tiling...

(Perhaps I m mistaking too...I m not sure if the soft plugin is using a bilinear filtering...)

If it doesn t use that one, what is this ( awesome :) ) result on the background??

bye!

P.S:
Let s play on tv or w/ the scanlines then!! ;)
 

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The soft plugin does not do *any* filtering on its own.

What you are seeing is the automatic blur effect the nvidia driver is doing,
when it is stretching a lower resolution picture to a bigger size (if the
psx resolution is lower as your gpu window/fullscreen size).

If you are using the soft plugin on, let's say a 3dfx card, you will get no
filtering at all.

Well, some ppl like that nvidia blur effect, other ppl hate it.
 

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Discussion Starter #15
An other thing...
I m using the same resolution (640x480) on the soft plugin and w/ the ogl
plugin...
only the soft does blur effect (or should I say my Geforce)

Is there a way to activate the blur effect w/ the OGL renderer????
If all of U know how to do (utilities to d/l; configuration...)
please LET ME KNOW!!(I like this blur effect so much :) :) )

Thanks

Bye
 

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If I understand correctly this blur effect that nvidia card do is always in use. I suppose you could turn it off in some way, but since it's used by the soft plug-in you have it on.

And If you like the blur effect (which you only seem to notice in software) why don't you play with software then?
 

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The nVidia blurring with the soft plugin is always activated, you only can
turn it off by disabling DirectX hardware acceleration in the DirectX control
aplet. Of course you have to reactivate it each time you want to play a real
D3D game.

The D3D and OGL plugins *could* do the same fullscreen blurring effect...
not by any tool/tweak, but by some honest hard plugin coding... but only at
a reasonable speed if they would render the game in the native psx resolution
(or maybe up to twice as high) and filter the output into the final window...

Well, the resulting display would be *exactly* like the soft plugin on Nvidia cards
(oki, maybe you would get a bit smoother color shading, but all objects would
look very low-res).

so I don't bother to make such an option into my current hw/accel. plugins :)
 

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Discussion Starter #18
oh ok ***sigh***

(Besides I don t find such option in the directX aplet)

Think I must play it on tv (it s just so perfect, but it is annoying to always move
the TV near the computer :) :) :) )

hehehe
bye and thanks for the previous explanations...

"Let the background tiling effect die!!!"
 
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