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Old April 18th, 2013, 18:39   #121
Exophase
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Quote:
Originally Posted by Hard core Rikki View Post
Dont real PSXs renders quads as triangles?
Yes.

The image quality and performance trade-offs of rendering quads directly depends on how it's done. There's no one standard way to render quads. The most natural way, bilinear interpolation, is very expensive to do in screen space. Two-fold scanline-based linear interpolation (like Nintendo DS does) is faster but still substantially more expensive than triangles because you have to compute gradients every scanline, while triangles are supposed to have constant gradients (and PS1 does this properly).

Bilinear interpolation will produce less visible distortion due to lack of perspective correction. You can see this in Saturn games vs PS1 ones. Two-fold will be about the same for quads that are aligned with the x axis, which is often the case for stuff with a lot of depth change. Like roads going off into the distance.

In other PS1 GPU emulators like peops I've seen the option to use a quad renderer over a triangle renderer there to make inaccuracies less obvious. But I know gpuBladeSoft doesn't have this particular issue.

Quote:
Originally Posted by ubersyte View Post
Guys I have a question if you could help me.

I have a 3570k@4.4ghz and putting internal res above 1x1 really kills my framerates in some games. Is this normal behaviour? I ask because someone earlier in this thread was reporting ok gameplay with their 3570k (albeit at 4.7ghz) with 2x2 internal res. There shouldn't be much in 300mhz!
Maybe due to different games? PS1 games vary their GPU load a lot, and it's not always visually obvious.
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Old April 18th, 2013, 18:55   #122
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Quote:
Originally Posted by Exophase View Post
Maybe due to different games? PS1 games vary their GPU load a lot, and it's not always visually obvious.
K, I'll go along with that. Thanks.
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Old April 18th, 2013, 20:34   #123
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I'm the one with the other 3570k And the games i tested were Legend of Legaia and Digimon world 3. I've no idea how GPU intensive they are, But just to let you know.
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Old April 18th, 2013, 21:01   #124
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LEGAIA!!!!!!!!!!!!!!!!! only my first and fav psx game ever!

Thanks for letting me know. But I have a favour to ask . Could you let me know how you've configured the rest of the plugin settings? I'd like to try out your settings and see if I'm getting normal framerates.
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Old April 20th, 2013, 19:05   #125
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Uploaded the .ini with my config on it.

either enable view extensions for known file types and change it to .ini or open the current .ini and paste it there

But basically to get the speed up make sure "disable dfe emulation" is unchecked, and bilinear filtering is off

There are a few bugs with shadows half missing in Lagaia, And another issue (i'm sure it's just my PC)

But i cant' get exclusive fullscreen, it just kinda sits as a window, so i can still see my task bar, But it doesn't have a border. Figure out how to fix that and i'll love you haha
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File Type: txt gpuBladeSoft.txt (5.5 KB, 12 views)
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Old April 23rd, 2013, 14:12   #126
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Quote:
Originally Posted by Hellbringer616 View Post
Uploaded the .ini with my config on it.

either enable view extensions for known file types and change it to .ini or open the current .ini and paste it there

But basically to get the speed up make sure "disable dfe emulation" is unchecked, and bilinear filtering is off

There are a few bugs with shadows half missing in Lagaia, And another issue (i'm sure it's just my PC)

But i cant' get exclusive fullscreen, it just kinda sits as a window, so i can still see my task bar, But it doesn't have a border. Figure out how to fix that and i'll love you haha
thanks again! i'll give it a go when my exams are over
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Old May 8th, 2013, 17:23   #127
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Sorta update!

Hi guys, while reading through the GPUbladesoft thread i made a discovery.
v1.41 isn't the latest version. as listed here
http://forum.emu-russia.net/viewtopi...p=16248#p16248
version 1.42a is, And it fixes a lot of bugs from what i've read, Now i haven't had time to test it as i discovered it on my lunch break, But i wanted to let you all know it's here!
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Old May 8th, 2013, 22:54   #128
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Quote:
Originally Posted by KrossX View Post


#EDIT .... wait wait wait... Z-buffer and Tessellation? O.O

#EDIT2: Texture replacement? O.O


well, until now. BAM

Last edited by fischkopf; May 8th, 2013 at 23:01..
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Old May 9th, 2013, 01:58   #129
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Quote:
Originally Posted by Hellbringer616 View Post
Hi guys, while reading through the GPUbladesoft thread i made a discovery.
v1.41 isn't the latest version. as listed here
http://forum.emu-russia.net/viewtopi...p=16248#p16248
version 1.42a is, And it fixes a lot of bugs from what i've read, Now i haven't had time to test it as i discovered it on my lunch break, But i wanted to let you all know it's here!
Thanks, Hell! Can you speak Russian? I went to the link in your post and can't understand a damn thing. Hehehe...
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Old May 9th, 2013, 14:39   #130
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Thanks, Hell! Can you speak Russian? I went to the link in your post and can't understand a damn thing. Hehehe...
No, i just use google translate. The fullscreen bug seems fixed. Though i still feel that the resolution isn't rendered right, only because when i load up a game the analog indicator is HUGE

Also still no texture replacement, Hellbringer is a sad panda indeed
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Old May 9th, 2013, 16:45   #131
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Quote:
Originally Posted by Hellbringer616 View Post
Though i still feel that the resolution isn't rendered right, only because when i load up a game the analog indicator is HUGE
That's because it's rendering at the native PSX res, so the analog/save states box is affected as well. You can reduce the size of it by editing the ini (it's a hidden option).
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Old May 10th, 2013, 18:56   #132
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Here i thought it scaled it, Since it gives you the option to change resolution. Seems like a pointless option. But oh well. edgbla knows more about it then i do.
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Old May 10th, 2013, 19:23   #133
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well, until now. BAM
Yeah I don't think so, the plugin doesn't even get depth data with vertexes. What is it supposed to be buffering? Maybe a full emulator could somehow infer depth from GTE output but a plugin doesn't even see that..

If this is from the readme it probably really refers to something else and something's lost in translation. If it really did have depth perspective correct interpolation would have been a much nicer enhancement.
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Old May 15th, 2013, 10:48   #134
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Can you add a option to adjust 2D textures to Red8 Green8 Blue8 Alpha8
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Old May 15th, 2013, 11:49   #135
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@Exophase: He does have some interesting screenshots.

"Precise Filtering" and "Zbuffer" Gallery. I like the texture stuff, looks great. The zbuffer trickery shows the white shirt off, but at least the legs got covered.

Also, BladeSoft's Quad render comparison:

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Old May 16th, 2013, 22:16   #136
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KrossX, I watched the example. But i am curious, As Exophase said normally rendering Quads as tris so far has been to cover up inaccuracies that GPUBladeSoft just doesn't have. So what is the purpose of this? Does it enhance visual quality? Sorry if i sound moronic. Just curious
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Old May 16th, 2013, 22:29   #137
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I suppose its meant to reduce distortions from texture warping when filtering is used for textures on 3d surfaces.
The absence of z buffer should change nothing regarding usable information from fixed or relative placement of 3d graphics within games.
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Old May 17th, 2013, 00:05   #138
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Quote:
Originally Posted by Hard core Rikki View Post
I suppose its meant to reduce distortions from texture warping when filtering is used for textures on 3d surfaces.
The absence of z buffer should change nothing regarding usable information from fixed or relative placement of 3d graphics within games.
Is that why PSX games look effed up when 3D objects move (i.e jittery movements)?
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Old May 17th, 2013, 00:16   #139
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Is that why PSX games look effed up when 3D objects move (i.e jittery movements)?
The typically higher output resolution on PCs is faulted the most for that, but it's less notable when you stick to native psx resolution and/or unfiltered textures. Not ps1-specific though.
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Old May 17th, 2013, 09:35   #140
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@the_randomizer: I suppose is the GTE accuracy, as the anti wobble thing of PEOPS GL deals with that. Enough accuracy for the given resolution and TVs, but not enough for emus as HCR said.

@Hellbringer616: The normal way is to render triangles (as the PSX does), and doing the quads proper might help weird texturing. If BladeSoft didn't have such problem, maybe it becomes apparent at higher internal resolutions. And it may be a requirement for the nice texture filter.
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