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Old May 26th, 2008   #21 (permalink)
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Soft plugin had been released. Next must be D3D plugin. pete's on fire
All the plugins are already updated.
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Old May 28th, 2008   #22 (permalink)
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Absolutely amazing! I love Pete's OpenGL2 plugin. Once I managed to get it working (apparently it doesn't detect my VRAM size properly so I had to set it manually), I could enjoy the plugin in its fully glory at full speed. What I like best about it is how I could use the pixel shader to add HQ4x on top of the 3D hardware filters making both 2D and 3D sprites look beautiful in games that would normally be fairly low-res and pixelated (due to PSX's hardware limitations).

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Old May 29th, 2008   #23 (permalink)
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Greetings,

Thanks again pete, it's been a long while.

Without a doubt I find the most, hmm, admirable function of the new plugins to be the OGL2 driver's ability to letterbox the sides of a widescreen monitor when displaying a 4:3 image. Ironically enough I went on a rant about how annoying it is that this isn't a common, driver level function for all modern video cards, only to pop onto NGEmu and find that it had been automagically implemented in the latest plugin. Awesome!

In fact Pete, if you wouldn't mind getting a hold of nVidia and AMD/ATI and telling them how to F-ing code their F-ing drivers, that would be great.

Thanks!

Sincerely,
TastEPlasma
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Old May 29th, 2008   #24 (permalink)
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Petes 1.77 (and previous) plugins seem to have an offscreen drawing bug which prevents the pause dialogue from drawing in Square games.

i first noticed this trying to get the OGL1 plugin working on my geforce 2 (didn't have access to this system for a few days)

I then reproduced it on both of the D3D plugins and can trace it back through every 1.x release.

The only plugin i was able to get working Offscreen drawing was the OGL2 plugin (which can actually be used on Geforce 2+ if you disable shaders, and set render to texture to 1. (since 0 is slow as hell)
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Old May 29th, 2008   #25 (permalink)
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Quote:
Originally Posted by Djnforce9
...Once I managed to get it working (apparently it doesn't detect my VRAM size properly so I had to set it manually)...
Yeah, there is no reliable way in standard OpenGL to detect the free VRAM size. My plugins are using the "glAreTexturesResident" function, but it seems that the nowadays ATI drivers are returning unusable values with it (I can't test it right now, I have no ATI card available).


Quote:
Originally Posted by TastEPlasma
In fact Pete, if you wouldn't mind getting a hold of nVidia and AMD/ATI and telling them how to F-ing code their F-ing drivers, that would be great.
At least the nVidia drivers have some general options how the driver should handle 4:3 displays on widescreen monitors. Not perfect, and not on a per-game base, but usable.

But personally I am not very impressed as well with the current gfx card drivers (especially the driver control panels) from both companies (ATI and nVidia).


Quote:
Originally Posted by Squall-Leonhart
... Petes 1.77 (and previous) plugins seem to have an offscreen drawing bug ...
That's a to-be-expected behaviour of the OGL1/D3D plugins, and one of the reasons why I did code the OGL2 plugin: some 'splash screen' techniques simply are impossible to emulate correctly (without 'special game fix') with the older plugins. And don't expect a 'special fix' just to get a 'pause' text on the screen
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Old May 29th, 2008   #26 (permalink)
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Originally Posted by Pete Bernert View Post
Yeah, there is no reliable way in standard OpenGL to detect the free VRAM size. My plugins are using the "glAreTexturesResident" function, but it seems that the nowadays ATI drivers are returning unusable values with it (I can't test it right now, I have no ATI card available).




At least the nVidia drivers have some general options how the driver should handle 4:3 displays on widescreen monitors. Not perfect, and not on a per-game base, but usable.

But personally I am not very impressed as well with the current gfx card drivers (especially the driver control panels) from both companies (ATI and nVidia).




That's a to-be-expected behaviour of the OGL1/D3D plugins, and one of the reasons why I did code the OGL2 plugin: some 'splash screen' techniques simply are impossible to emulate correctly (without 'special game fix') with the older plugins. And don't expect a 'special fix' just to get a 'pause' text on the screen
Thanks for that explanation pete, i've written up a config for users with fixed function cards to use with the OGL2 plugin.
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Old May 30th, 2008   #27 (permalink)
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Thx Pete for you hard work. Your are best!
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Old June 6th, 2008   #28 (permalink)
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I don't know much about this Pete guy, but it seems that his name is everywhere!
So he must be some kind of great guy! I remember seeing this name on some plugins though...
Kiding.
You've done great over the years dude!
Now I wonder, how old you are?
Why my Castlevania SotN hangs with all settings at maximum in the plugin?

Congratulations for your existance Pete!
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Old June 6th, 2008   #29 (permalink)
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Originally Posted by Thunderdemon View Post
Now I wonder, how old you are?
Does it matter ? It is not important to ask how old he is, ok ? You should be happy that he is working on it anyway.
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Old June 6th, 2008   #30 (permalink)
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Yeah, there is no reliable way in standard OpenGL to detect the free VRAM size. My plugins are using the "glAreTexturesResident" function, but it seems that the nowadays ATI drivers are returning unusable values with it (I can't test it right now, I have no ATI card available).
Just a suggestion. You could use a function from the DX API to do this accurately. In the Glide wrapper for Glide64, I used this method to detect VRAM size automatically, and in all test cases it worked.
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Old June 11th, 2008   #31 (permalink)
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Cmon guys, a registry value must be set correctly.
You should think in terms like enabling remote access to your comp so some really mallicious code can inspect it and set the damn value.
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Old June 16th, 2008   #32 (permalink)
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Finnally i never thought pete will never realease anymore plugins ever this is one superb news thx verry much pete cant w8 to test it with 1.7.0
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