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Old December 26th, 2006   #1 (permalink)
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Internal framerate, miping.

Hi all, 1st post, happy hollydays.

I have a question regarding the framerate. I'm using epsxe, Pete's OGL2.8.

The GPU plug is set to use FPS limit which is 50 FPS in my case as i play the PAL version of Gran Turismo.

I've noticed that the game runs at far lower frame rate than what the GPU plug in reports (50FPS). Now in the Gran Turismo HI-FI mode it's a different story. It actually looks like it runs at full 50 FPS. This is not due to the speed of my PC as when i press the "Disable FPS limit while holding" key, the game runs at ~200 FPS (which naturally makes the game sped up).

Is it possible that the game is using some kind of frame skipping internally? Actually I'm suspecting it is, but I'd like for someone with some EMU experience to confirm. Also, is it possible to circumvent this?

Second Q:
Texture mipmaps. It's just painful to look at. The textures look like they're jumping all over the polygons. Could this be patched in any way?

Thanks.
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Old December 26th, 2006   #2 (permalink)
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did you accidentally activate "use frame skipping" in the plugin? (i know it's obvious but you set use FPS limit on and you didn't say anything about the "use frame skipping" setting being on or off in your post.
and i don't know about your second question
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Old December 26th, 2006   #3 (permalink)
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No no..

I actually found a discussion about this. It looks like it's meant to be like that.

The GPU plug-in runs at 50 FPS; it's full speed. But the game has it's own clocks it seems.

So for instance, menus in Gran Turismo run at 50 FPS, but when a track is loaded it drops down to 25 while the GPU plug-in still renders at 50 FPS to screen. I checked it with Fraps.

But the question still stands: is it possible to alter the internal clocks in games without affecting the actual game speed
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Old December 26th, 2006   #4 (permalink)
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was experimenting with this myself earlier and i found similar results no matter what plugin i used
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Old December 27th, 2006   #5 (permalink)
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Try using the PC FPS Calculation in Pete's plugins (except OGL2).

As for your second question, you can't help jumpy polygons, because the PSX lacks subpixel accuracy...the polygons are still at that 320x240 res, and when you blow it up 2 or 3 times, the jump between a single pixel can be big. Either turn down the resolution, use a software plugin, or ignore it.
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Old December 27th, 2006   #6 (permalink)
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Nah, doesn't change a thing except for madly improved loading times. Never mind, looks like it's gonna stay this way.
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