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#1 (permalink) |
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Registered User
Join Date: Sep 2005
Location: Earth
Posts: 43
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FF7 battle swirls with OGL 1.76
Pete's OpenGL 2 runs the game just fine for me, but here's the thing, I hate the whole internal resolution thing. I mean when I run the game at 1024x768 I want it to render at 1024x768! Not render to a texture at 640x480 and then just resize to 1024x768. It's kind of ironic that it has so many advanced graphics options yet it effectively renders at such a low resolution and looks so jaggy and the only way to improve it is to blur the whole screen.
So I've been trying use Pete's OpenGL 1.76 and things generally look much better. Everything is sharper and because it's not rendering to a texture I can use my video card's AA options. However, I can't seem to get the battle swirls to work. Anyone know the settings to enable it (if it's actually possible of course). Alternatively, if someone knows how to smooth out the jaggies using the OGL2 plugin without blurring the whole screen, that'd be great too. I'm using SSSPSX and my video card is a Radeon X800XT. |
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#2 (permalink) |
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Registered User
Join Date: Sep 2005
Location: Earth
Posts: 43
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Nevermind, I figured it out.
Had to set offscreen drawing to full to get them to appear. Settings 4-2-3 under the compatibility section. The don't look nearly as good as those in OGL2, but they're there at least and I'll easily take the higher resolution over better swirl effects. I'm still open to any info on how to get less jaggies out of OGL2 without blurring everything else though. |
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#3 (permalink) |
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Ex
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Mar 2003
Location: Spain
Posts: 3,085
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As a matter of fact, ogl2's internal resolution is the best you are gonna get in terms of resolution. PSX games are designed to use psx's native resolution of 320x240, so textures will always be low resolution, no matter what you do. Most plugins simply render in 320x240 and then resize to your selected resolution. At least, ogl's resampling makes for more accurate calculations while laying out the graphics onto the rendering target, and minimizes the effects of resizing afterwards.
__________________
"I'm living in a dream I can't wake from" Core 2 Duo 6600 FSB 1066 | 2048 MB DDR2 PC2 6400 800 MHZ | NVIDIA 8800 GTS | Sound Blaster Audigy 4 | Seagate Barracuda 250GB SATAII+WD Caviar 250GB | Dell 3007WFP-HC 30" Widescreen |
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#4 (permalink) | |
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Registered User
Join Date: Sep 2005
Location: Earth
Posts: 43
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Quote:
By the way, I've done some graphics programming myself and I actually happen to know what I'm talking about in this case. If you need proof then please look at these: This is the game on OGL2 with internal resolution set to high X,high Y and screen resolution set to 1024x768: ![]() This is game on OGL1.76 at 1024x768 ![]() Look at the edges of the characters, it's pretty darn obvious that the OGL1.76 screen is very clearly running at a higher resolution. Last edited by Stevedroid; October 15th, 2005 at 17:41. |
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#5 (permalink) |
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ZSNES & ePSXe Beta Tester
![]() Join Date: Feb 2002
Posts: 78
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On Pete's OpenGL2 Driver 2.7 set the Internal X resolution & Internal Y resolution to [2: Very high] and it will look the way you want. His GPU also explains you need atleast 128 VRAM to do this.
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-GreenImp GreenImp's ePSXe Doc OS: Windows XP professional (SP2) CPU: AMD Atholon XP 2800+ (Barton) Graphics Card: Leadtek GeForce A7600 GT THD (256 DDR3 - AGP) Memory: 1 GB DDR Corsair value Sound Card: Sound Blaster Live! value Mobo: ASUS A7N8X-E Deluxe (nForce 2 Ultra 400) |
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#6 (permalink) | |
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Registered User
Join Date: Sep 2005
Location: Earth
Posts: 43
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Quote:
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#7 (permalink) |
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Registered User
![]() ![]() ![]() ![]() Join Date: Aug 2005
Location: Phoenix, Arizona, USA
Posts: 654
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The tip of the sword in those pics especially highlights the difference.
BTW, Stevedroid, I don't know whether to thank you or curse you for making me notice a quality difference that before I was blissfully unaware of. ![]() Dan |
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#9 (permalink) |
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the only one you've ever SEEN
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: May 2003
Location: San Francisco
Posts: 21,837
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stevedroid: with ATi cards OGL is probably better, nice and smooth polygons. in my OGL days i used 4/0/4, but i've also heard good news out of the 4/2/3 camp too, so whatever you like.
dbhankins: you never noticed that? i'd hate to run OGL2 without very high X and Y.... and i remember in Halo PC if you disabled render-to-texture, you could use AA. unfortunately, not so with pete's OGL2 (disclaimer: it could work on an ATi card. go for it). |
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#10 (permalink) | ||
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Registered User
Join Date: Sep 2005
Location: Earth
Posts: 43
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Quote:
Quote:
I'm was very disappointed to discover that the OGL2 plugin worked this way by the way. Seems like a very week sauce implementation to me now - especially given that you're limited to rendering at a wimpy three different internal resolutions. There are plenty of games out there that have shaders without rendering to texture, they're just applied at a slightly different part in the pipeline. In my mind, Pete wrote this great advanced plugin and then shot it in the gut by limiting the resolution. Until this changes I will unfortunately be using the old puglin and enjoying the games with 4xAA at a true resolution of 1024x768. I'll just have to stomach the slightly worse framebuffer effects Last edited by Stevedroid; October 16th, 2005 at 17:15. |
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#11 (permalink) | |
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Ex
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Mar 2003
Location: Spain
Posts: 3,085
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Quote:
.About graphics, i use an ATI card and i'll rather have nicer looking textures, wich in my opinion ogl2 has, and slightly less pleasant looking polygons. Of course, that's a matter of preference, and on the issue you are referring, and not what i first thought it was about, you are right. BTW, as we are on the line of stating things in a touchy, crude manner, double posting on these forums is frowned upon. There's an edit button on every post you make, next time you need to add something and no one posted in between, use it.
__________________
"I'm living in a dream I can't wake from" Core 2 Duo 6600 FSB 1066 | 2048 MB DDR2 PC2 6400 800 MHZ | NVIDIA 8800 GTS | Sound Blaster Audigy 4 | Seagate Barracuda 250GB SATAII+WD Caviar 250GB | Dell 3007WFP-HC 30" Widescreen |
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#12 (permalink) |
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the only one you've ever SEEN
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: May 2003
Location: San Francisco
Posts: 21,837
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just to add to what I-Chan said, post count has no effect on intelligence or experience. i think it just indicates you have nothing better to do than come here every day and waste your life... *glances at post count* ...sigh
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#14 (permalink) | |
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the only one you've ever SEEN
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: May 2003
Location: San Francisco
Posts: 21,837
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#15 (permalink) | |
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Ex
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Mar 2003
Location: Spain
Posts: 3,085
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Quote:
__________________
"I'm living in a dream I can't wake from" Core 2 Duo 6600 FSB 1066 | 2048 MB DDR2 PC2 6400 800 MHZ | NVIDIA 8800 GTS | Sound Blaster Audigy 4 | Seagate Barracuda 250GB SATAII+WD Caviar 250GB | Dell 3007WFP-HC 30" Widescreen |
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#17 (permalink) | |
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Registered User
Join Date: Sep 2005
Location: Earth
Posts: 43
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Quote:
Anyway, so I don't incur any further wrath, please accept this as an apology, such as it is
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#19 (permalink) | |
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Ex
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Mar 2003
Location: Spain
Posts: 3,085
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Quote:
With these settings i get battle swirls on an ATI card, though much older. Plugin: Pete's OpenGL Driver 1.1.76 Author: Pete Bernert Card vendor: ATI Technologies Inc. GFX card: RADEON 9500 x86/SSE2 Resolution/Color: - 1280x960 Fullscreen - NO desktop changing [32 Bit] - Keep psx aspect ratio: off Textures: - B8G8R8A8 - Filtering: 6 - Hi-Res textures: 1 - VRam size: 128 MBytes Framerate: - FPS limitation: on - Frame skipping: off - FPS limit: 50.0 Compatibility: - Offscreen drawing: 3 - Framebuffer texture: 2 - Framebuffer access: 3 - Alpha multipass: on - Mask bit: on - Advanced blending: on Misc: - Scanlines: off - Line mode: off - Unfiltered FB: off - 15 bit FB: off - Dithering: off - Screen smoothing: off - Screen cushion: off - Game fixes: on [00019000]
__________________
"I'm living in a dream I can't wake from" Core 2 Duo 6600 FSB 1066 | 2048 MB DDR2 PC2 6400 800 MHZ | NVIDIA 8800 GTS | Sound Blaster Audigy 4 | Seagate Barracuda 250GB SATAII+WD Caviar 250GB | Dell 3007WFP-HC 30" Widescreen |
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#20 (permalink) |
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Registered User
Join Date: Sep 2005
Location: Earth
Posts: 43
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Cool.
In other news I've been discussing on Pete's board about methods to increase the effective resolution on ATI cards in the OGL2 plugin, but sadly with just a semester of graphics programming under my belt and very little understanding about the internal workings of PSX emulator I fear I'm coming across as an idiot. Still, theorhetically speaking, it shouldn't require a whole 2048x2048 texture to render a game at 640x480. There are certainly alternative algorithms here. Maybe something will come of this, we'll see. |
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