View Full Version : Recommended settings for 6150?
selyb
July 26th, 2008, 15:19
I have tried for about a week now and I cannot seem to have my cake and eat it too :p
I have an ASUS board with geforce 6150 integrated :smash:
1GB DDR2
Athlon X2 5400 @ 2.8ghz
20" LCD @ 1680x1050
Win XP SP2
DX 9.0c
Forceware v175.16
epsxe 1.7.0
i have played around with these plugins all week now and I just can't seem to come up with anything doable
ATM, I'm playing Chrono Cross
what happens is by the time I get the polygons clear enough that I can see the smile on Serge's face, my FPS are 30-40(20-25 while in menu)
I'm shooting for minimum res of 1280x960 windowed OR 800x600 fullscreen
jonc2006
July 26th, 2008, 15:27
run the dual core optimizer found on this (http://www.amd.com/us-en/Processors/TechnicalResources/0,,30_182_871_9706,00.html) page and it might help your performance. what plugin have you been using and how is it configured? if you are trying to use the OGL2 then you should stick with something like the D3D or OGL1 because the OGL2 plugin is not going to run well on an onboard card.
selyb
July 26th, 2008, 15:45
the only plugin that I've gotten anywhere with is OGL2 v2.9 and now I can't figure out what settings I had the most success with :(
I have been changing different things but right now this is what I have
windowed mode with 1280x960
InternalX: High
InternalY: High
Stretching Mode: Stretch to full window size
Render Mode: Use Framebuffer Object
Texture Filtering: None
Hi-Res textures: 0
Use pixel shader for PSX texture window emulation: True
Use FPS limit: 60
Off-Screen drawing: Extended
Framebuffer effects: Standard
Framebuffer upload: Standard
Screen Filtering: True
Flicker-fix border: 0
Shader Effects: GLSlang smoothing
Shader level: Minimum
MDEC filter: True
No Special Game fixes
I downloaded a pack of shader filters which I tried most of them
the only ones that seemed to do any good were 4x and they dropped my FPS alot
about the X2, I use a kernel switch /usepmtimer b/c EAC kept crashing on my while ripping cds and somewhere, someway, somehow, I found this fix on google
KrossX
July 26th, 2008, 17:27
Download the 1.x version of Pete's plugins from his site (http://www.pbernert.com/html/gpu.htm), and use them instead. You won't get good speed with that graphics chipset in OGL2, and even slower when using shaders.
If you still want to stick into OGL2, reduce the internal resolutions and disable the shaders.
selyb
July 26th, 2008, 18:16
ok, this is what I have with OGL v1.77
it's kind of a happy medium being a little glitchy and a little slow (FPS 50-60, 30-40 in the menu and during dialogs)
1280x960 windowed
Keep psx aspect ratio: False
Texture quality: don't care
Hi-Res textures: Stretched
Texture filtering: Extended
Use FPS limit: 60
Use Frame skipping: True
Off-screen drawing: Standard
Framebuffer textures: Gfx card buffer
Framebuffer access: Emulated vram
Alpha Multipass: True
Mask bit: False
Advanced blending: True
Unfiltered framebuffer updates: True
everything else off
and I have the X2 optimizer installed now
jonc2006
July 26th, 2008, 18:26
disable frame skipping and disable hi res textures. you should enable mask bit because some games need that on. btw if you are using epsxe 1.7.0 you should be using the internal FPS limiter instead of the plugin's limiter because its more accurate.
selyb
July 26th, 2008, 23:17
how do I use the internal frame limiter?
I just found a config button under epsxe config soft video that triggers the debugger every time it hit it or hit test
jonc2006
July 26th, 2008, 23:37
the limiter is toggeled on/off with the F4 key. if i have both the internal and the plugin limiters active they seem to conflict with one another and my speeds jump around way too much. if you do want to use the plugin limiter, then at least manually enter the frame rate limit you want instead of using the autodetect setting because im not sure how reliable that is.
edit- in case you dont know, the standard limit for NTSC versions is 60 and for PAL its 50.
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