PDA

View Full Version : Thank you ePSXe Team


ihateliberals
June 6th, 2008, 03:08
Just dropping by to let you know how happy I'm about 1.7.0, outstanding work :)

Also, does anyboy know if there's a GPU plugin similar to NextGL being developed right now? Pete's kickass OGL2 is still the most compatible out there, but it's kinda lacking in other departments.

Regards.

Squall-Leonhart
June 6th, 2008, 03:20
Define lacking?

ihateliberals
June 6th, 2008, 05:21
Define lacking?

Noun: "the state of being without or not having enough of something"

Verb: (also lack for) "be without or deficient in"

Oxford Dictionary.

Hard core Rikki
June 6th, 2008, 05:27
........

Most other plugins (other than Pete's) were slightly 'in hiatus'. PS1 emulation is pretty much complete now, after all. I'd say: don't hold your breath over the other plugins. Would still be cool to see nickk back on his owns as well.

Yeloazndevil
June 6th, 2008, 05:28
I could say that you Squall-Leonhart could of tested it better ;) and yea thanks ePSXe team

V1ncent
June 6th, 2008, 05:32
Noun: "the state of being without or not having enough of something"

Verb: (also lack for) "be without or deficient in"

Oxford Dictionary.

Squall was asking, in what section or meaning do you find 'OGL2' lacking ?

I don't know that, because neither epsxe 1.7 runs in my laptop or OGL2.

EDIT: Its working now. :D Very strange.

ihateliberals
June 6th, 2008, 05:52
Speed with increased internal resolutions, not exactly smooth when compared to NextGL and even the ancient Bleem! at least on my system which exceeds every requirement except for the video card (128mb GeForce FX 5600)

Different plugins, different pros.

Hard core Rikki
June 6th, 2008, 05:56
...

Post your hardware specs.

ihateliberals
June 6th, 2008, 06:01
No point in doing that, but I appreciate the interest.

Squall-Leonhart
June 6th, 2008, 06:29
NextGL skips certain effects to compensate for the speed increase, where as Petes GL does it properly. The price you pay in accuracy is returned in speed, which is reversed in Petes OGL,
I take accurate graphics > speed anyday.

granted that the SM2 shaders on the FX cards are stunted anyway, i don't doubt you get crappity performance on the 5600.

I could say that you Squall-Leonhart could of tested it better ;) and yea thanks ePSXe team


The bugs in it were outside of my variables, i don't have any games which bugged in multi iso mode since it seems FF disks seem to swap disks with no problems anyway, the main bugs that i had in it, being Rumble, Axis, States, Sound and whats not were fixed.

I also don't have onboard audio which is why i couldn't test for audio skipping resulting from a lack of adjustable buffering. but a few long term wished features have been logged and may appear in a future release at some point.

ihateliberals
June 6th, 2008, 08:12
NextGL skips certain effects to compensate for the speed increase, where as Petes GL does it properly

What exactly are you talking about? framebuffer effects, something else? just to confirm, because OGL2 crawls even with framebuffer effects disabled when both internal resolutions are set to "High - Standrard" or better.

The official readme warns about the slowdown you're likely to experience from higher internal resolutions combined with framebuffer effects, but my situation is evidently worse.

NextGL and Bleem! seem to be taking advantage of my hardware to a greater extent.

Squall-Leonhart
June 6th, 2008, 08:21
lol, bad word play there matey,....

and yes, of course they do, if you don't set no render to texture to 2

i've seen many people using pbuffer (1) which is slow as hell.

Regardless, i've configured epsxe for use on Geforce 5200 > 5900XT with no, real performance loss. though it typically counts on a persons knowledge of his hardware....

ihateliberals
June 6th, 2008, 08:43
OGL2 works like a charm here, as long as I'm playing in native, and no problems with ePSXe so far.

I actually know my hardware/software pretty well, it's just that OGL2 doesn't perform as good with these internal resolutions.

jonc2006
June 6th, 2008, 13:27
it performs fine at higher internal resolutions provided you have the render mode set to 2 otherwise it will give bad performance.

ihateliberals
June 6th, 2008, 17:45
it performs fine at higher internal resolutions provided you have the render mode set to 2 otherwise it will give bad performance.

That's the one I use, but it's not very helpful with higher internal resolutions.

Xblade
June 9th, 2008, 04:10
I think whats lacking is your graphics card :p

3x3cUt0r
June 9th, 2008, 05:30
Most problems are hardware related, Pete's plugins are pretty much complete, upgrade your hardware to enjoy OGL2 plugin.

Squall-Leonhart
June 10th, 2008, 03:39
the 5600 was never good at complex shader and frame buffer effects due to its slower and narrower memory bus.

3x3cUt0r
June 10th, 2008, 04:11
I had 5900nu and it was slow with OGL2 Plugin.

Squall-Leonhart
June 10th, 2008, 06:49
i have an XT and its perfectly fine, the only slowdowns are on battle transitions and excessive FBE's (knights of the round / Eden summon)

Zster
June 10th, 2008, 14:13
Pete's normal DX7 and standard OGL plugins are just as fast as Nikk's and Bleem (in fact Bleem had no textured windows and really bad support for heavily palettised textures). Pete's OGL2 works on a fixed internal resolution (low medium high) that even on high is still probably lower res than most mointors these days so you'll probably find his standard plugins are a better bet for you as 99% of the time the extra compatbility features in the OGL2 plugins aren't used. OGL2 was primarily done for better compatibility it's not necessarily Pete's best plugin I can't understand why everyone makes it the default plugin.

Squall-Leonhart
June 10th, 2008, 14:41
eh
WRONG

Many games have effects that the Hardware 1.x plugins can't even emulate. ask pete if you like.

chrisman44
June 10th, 2008, 18:10
Could you elaborate on those effects that aren't supported?

Squall-Leonhart
June 10th, 2008, 19:57
certain banner effects (framebuffer effect, layed over a framebuffer effect,) which effects certain in game battle menu's and dialogue screens.

some full screen framebuffer effects which render along side static images also will not display properly.

Theres more, i just haven't got them listed currently.

Zster
June 15th, 2008, 20:56
Although the Final Fantasy games do have a habit of using the menu and transition effects which most people using ePSXe want to play most games didn't use these effects 99% of the time. Most of the effects are special frame buffer effects which the PSX didn't use that often because it slowed things down (the cpu would have to work on actual graphic data in the frame buffer peform an operation on it and copy it back. Petes hardware accelerated drivers frame buffers are usually a very different size and format so things didn't work out too well without some special tricks. There's a bit of information how the PSX stores graphical information in the GPU.txt file if you can find it and some in the readme I attached to my graphicview utility). My comments on the fixed internal resolution of OGL2 are still valid. If you wan't the absolute highest resolution the version 1 plugins will still do that for you with a fraction of the processing requirements.

hushypushy
June 16th, 2008, 05:39
Noun: "the state of being without or not having enough of something"

Verb: (also lack for) "be without or deficient in"

Oxford Dictionary.

hahaha, I know this post was from last week, but I just had to say


pwn't!

Squall-Leonhart
June 16th, 2008, 08:53
Although the Final Fantasy games do have a habit of using the menu and transition effects which most people using ePSXe want to play most games didn't use these effects 99% of the time. Most of the effects are special frame buffer effects which the PSX didn't use that often because it slowed things down (the cpu would have to work on actual graphic data in the frame buffer peform an operation on it and copy it back. Petes hardware accelerated drivers frame buffers are usually a very different size and format so things didn't work out too well without some special tricks. There's a bit of information how the PSX stores graphical information in the GPU.txt file if you can find it and some in the readme I attached to my graphicview utility). My comments on the fixed internal resolution of OGL2 are still valid. If you wan't the absolute highest resolution the version 1 plugins will still do that for you with a fraction of the processing requirements.

dude, i've had OGL2 running fullspeed on a Geforce 2 :P, its all about what settings you know to use.

Smasher4ya
June 18th, 2008, 19:23
awesome program:thumb:
THX