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PeteOpenGL2Tweak - Tweaker for PeteOpenGL2 plugin w/ GTE Accuracy Hack!

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#1 · (Edited)
WARNING: OBSOLETE
I RECOMMENDING USING DUCKSTATION!


PeteOpenGL2Tweak - Tweaker for PeteOpenGL2 plugin

WARNING: This plugin REQUIRES -ORIGINAL- Pete OpenGL2 v2.9 plugin to work ! You will get "Error 0x7e" if you do not have it !

Sources and new releases will be posted on github: Nucleoprotein/PeteOpenGL2Tweak
If emulator is crashing with TextureCache and high scale setting ie. 5 or 6xBRZ download this patch and apply to -emulator- executable (ie. ePSXe.exe or PCSXR.exe):
4GB Patch – NTCore

xBRZ is compatible only with "Hi-Res Textures" option set to "0 - None"
Also make sure that "Framebuffer Effects" is set to "2 - Standard".


Requirements:
gpuPeteOpenGL2 plug-in v2.9 (425984 bytes, need to be in <emu_dir>\plugins)
- download it here: Pete's PSX GPU plugins
GTE Accuracy hack requires latest PCSX-R or ePSXe 2.0+

Files here: OneDrive

About:

PeteOpenGL2Tweak is a PSEMU Pro compatible plug-in that patches PeteOpenGL2 plugin on runtime.
Current tweaks include:

  • Fixed automatic VRAM detection
  • Possible to force VSYNC
  • Hide mouse cursor
  • Adds GTE Accuracy hack by edgbla (Blade_Arma)
  • Adds xBRZ texture scaler with deposterize filter and texture cache
  • Adds ResHack ie. custom internal resolution, can be much higher than build-in options
GTE Accuracy hack is ported from PCSX-R version of PEOPS OpenGL 1.78.
What do this hack ? It cause less polygon shaking in most games !!!

Comparison:

Tomb Raider 3:
PCSXR w/ GTE Widescreen hack + PeteOpenGL2, non-tweaked:


PCSXR w/ GTE Widescreen hack + PeteOpenGL2Tweak w/ GTE Accuracy hack:


xBRZ filter with deposterize:


Usage:
Copy gpuPeteOpenGL2Tweak.dll to plugins directory, then run emulator and select "PeteOpenGL2 Tweaks" as GPU plugin.

Configuration:
Configuration file is: inis\gpuPeteOpenGL2Tweak.ini, all options can be only turn on or off so there is not much to configure, by default FixMemoryDetection and EnableVsync are off.


You are welcome to like it or hate it :)
Thanks:
Pete Bernert
edgbla
Calb
and whole PCSXR team
 
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#85 · (Edited)
(Originally posted on CodePlex, in the PCSX-Reloaded forum)


----


Good morning. Just signed in to (hopefully) solve some issues I'm having with the emulator. First of all, this is my currently installed hardware (running 7 Ultimate 64bit):
  • Intel Core i7-2630QM at 2GHz (up to 3GHz because of the TurboBoost technology)
  • GeForce GT 540M (this is a laptop) with the infamous Optimus technology, sharing its 2725 MB (according to DirectX diagnostic tool) with an Intel HD chip (should be #4000)
  • a Realtek sound card
  • 4GB of RAM
Apparently, it seems that in certain situations the vps drops from 60 down to 50-55 (although it can be very noticeable, giving the fact that lots of ps1 titles are capped at 30 fps). I must say that I had in the past an analogous problem with ePSXe that was solved by changing the audio plugin, but if I recall correctly the vps drops were cadenced, regular - here it seems to be circumstantial.
I'm currenlty using a tweaked version of Pete's OpenGL driver that allows the use of GTE accuracy (and yes, I had the frame rate problem even before changing plugin); also, widescreen is on. Here's a picture of the plugin's settings (the shader has no performance impact): http://postimg.org/image/6o7ti5471/
Audio-wise, I'm using PEOpS 1.10 (yes, had the issue even before and had to change plugin because of audio distortion, but that seems to be quite common) - by the way, this is interesting: in ePSXe a broken audio plugin caused the emulator to constantly fluctuate between 60 and 58 vps, inducing a rhythmic stutter; changing plugin solved the issue, correctly locking the vps at 59.9. Here's another picture: http://postimg.org/image/qktkq92k9/
So, here's the thing: I would consider this an hardware failure because Optimus is, au fond, a broken mechanism good for nothing but migraine (even though it does work flawlessly with ePSXe and almost every other emulator); as I said, I would - however, if I set the fps limit to 200 (or don't use it altogether) I don't experience any performance loss. To be precise, I do - that is, vps is still subject to constant changes, but it does not drop to, say, anything below 100 vps; however, this isn't always true.
There are two games that I'm trying to play with GTE accuracy and widescreen hack on, namely "Spyro the Dragon" and "Crash Bandicoot 2: Cortex Strikes Back", both NTSC copies. They act like I said: unstable vps that apparently isn't bottlenecked by my setup. I can confirm that there is a very slight improvement in performance disabling the GTE and widescreen hacks, but still they perform poorly (at least compared to ePSXe, where the two run flawlessly); yet, the games' performance skyrocket without a problem if the emulation is set to higher frame rates.
Other games don't seem to be affected by the fps change at all (especially 2D or 2.5D games, like "Rayman" or "Tombi"/"Tomba"), running at 60 (59.9) vps anyway (also, it seems like menus and loading screens cause this behavior no matter witch game). Other games don't run optimally in spite of everything (like "Tekken 3", a game that runs natively at 60 frames per second, wich can't achieve a decent framerate anyhow, even if forced to run at higher rates; in this case I recognize a coupling of hardware failure and poor optimization, because it does act peculiarly in PCSX-R despite its immaculate performance in ePSXe - wich doesn't support widescreen or GTE for that matter).
It's like the emulator is acting as its real counterpart would (id est badly) if forced to output at 16:9 (again, the issue is mildly mitigated by disabling widescreen), yet the frame rate can (in most cases) be boosted, and the emulator's performance change accordingly. It is so baffling it's intriguing. As you would expect, open landscapes with lots of NPCs and the like (a common scenario in Spyro) are the most problematic performance-wise.
I hope this can be easily solved.

Kind regards.


----


Thought to re-post here since I'm currently using the plugin. May I add, games do look incredible.
 
#105 ·
There are two games that I'm trying to play with GTE accuracy and widescreen hack on, namely "Spyro the Dragon" and "Crash Bandicoot 2: Cortex Strikes Back", both NTSC copies. They act like I said: unstable vps that apparently isn't bottlenecked by my setup. I can confirm that there is a very slight improvement in performance disabling the GTE and widescreen hacks, but still they perform poorly (at least compared to ePSXe, where the two run flawlessly); yet, the games' performance skyrocket without a problem if the emulation is set to higher frame rates.
Other games don't seem to be affected by the fps change at all (especially 2D or 2.5D games, like "Rayman" or "Tombi"/"Tomba"), running at 60 (59.9) vps anyway (also, it seems like menus and loading screens cause this behavior no matter witch game). Other games don't run optimally in spite of everything (like "Tekken 3", a game that runs natively at 60 frames per second, wich can't achieve a decent framerate anyhow, even if forced to run at higher rates
I have the some problem in PCSX-R with the same games, Spyro, Crash 2, and Tekken 3. Most other games run fine though (i think). For some reason PCSX-R is emulating those games very slowly, it's definitely not the GTE hack-plugin, that's causing it. It has something to do with the way the emu handles those games. Too bad really, since it's the only PSX emu that has a REAL widescreen hack. Please let me know, if you found a way to fix that!!!
 
#88 ·
It makes the situation worse, although the vps shown now is stable (incidentally, this was the plugin I was talking about, the one that I used/use with ePSXe).
Fun fact: forcing 30/60 fps through NVIDIA Inspector turns the problem around - now alleged hardware intensive parts of games run ridiculously fast and sometimes it seems to skip frames (even though frame skipping is off in the plugin settings). Quite ironic.

By the way, thanks for being willing to help me, I've been politely ignored on CodePlex.
 
#90 ·
Sorry for the noob question so I got the emulator working with the plugin and all that, but how do I truly enable the GTE hack? Is it in the game specific hacks in the plugin settings? Do I have to use the PEC plugin, then the select Tweaks 1.0 or OGL2 2.9? I made a new directory for everything, I just don't notice any difference in Crash Bandicoot.
 
#91 · (Edited)
You select OGL2 2.9 , not the tweak 1.0

pcsxr /configuration /cpu / widescreen gte hack <-----( there

then

ini folder / gpuPeteOpenGL2Tweak.ini

[Options]
GTEAccuracy=true <-------( there
FixMemoryDetection=true
EnableVsync=true
HideCursor=true
UsePEC=false


thats it. if you want cheats enable true and use pec as gpu plugin and select ogl2.9.

This is how I tested it a while back. Hopefully someone more advanced can explain anything special(per game) that we prob don't know about.
 
#95 ·
Er, what I meant is will there ever be a GTE hack without making it widescreen? Some games like Chrono Cross are unplayable when walking in paths as they seem to be way offset. Is there no way to enable GTE without making it widescreen or am I SOL for Chrono Cross and games with other pre-rendered backgrounds?
 
#97 · (Edited)
What I mean is, can I have the GTE fixes enabled without turning on the forced widescreen hacks. I want to be able to have the warping 3D fixed and not the forced 16:9. Is this feasible in the very least?

Summary: Want the GTE fixes to fix the 3D warping/distortion without forcing widescreen on. Is this impossible? I figured that the config file is the one that truly enables the hack itself and has nothing to do with widescreen.

I want GTE on but widescreen off.


Edit: NOW I got it to work perfectly! :D
 
#98 · (Edited)
I tried the GTE tweaker today and that rekindled my love for PSX gaming :D
Stable geometry is so beautiful!

BUT. With some Games (Rage Racer and R4) i noticed some problems: http://postimg.org/image/hnjajg2zp/

I tried lowering the internal resolution, with and without shaders, but those "leaks" in the geometry stay. They are WAY less pronounced on pure OGL2 or DX

my config: http://postimg.org/image/nfseq9jq1/
 
#99 ·
Could just be the nature of the PSX geometry as it never had z-buffering by nature, so I'd guess that some 3D isn't that well-optimized, but all in all, it's helluva lot better than original 3D rendering, the smoothness is how it SHOULD have been.
 
#101 ·
That, I don't know, just screwing around until I did, and now my Xbox controller isn't responding...great.
 
#107 ·
Using a wired Xbox 360 controller, will try to reseat the USB connection, but it happened mid-game. Anyways, now it's not reading it at all, unplugged, re-seated cable, restarted emulator, nada. I wish that plugin wasn't the only one we had to use, the other plugins are, IMHO, much more reliable, like NRage on the N64 emulators or eSPXe. Damn this sucks. This is exactly what happened last time I used this mod of PCSX, it works fine and then the controller input on this program goes to crap. Other programs that use XInput work fine.
 
#106 ·
Slowdown in that games is because of widescreen hack. Emulated CPU/GPU need to process additional geometry. It is posibility to fix this by implementing overclocking (like in ppsspp or pcsx2) but pcsxr code is scary, almost like pcsx2 code ;p
PS: best code quality imo is in Dolphin.
 
#109 ·
I don't play mutliplayer on the PSX , I simply used the one that came with the emulator, the one on the OP, nothing else, that I made sure of. Again, it was working perfectly fine, then out of the blue, it ceased functioning. Tried loading a state, the game acts like it's pausing automatically, so tried loading from a cold boot on a game, couldn't press any buttons, also, the emulator for some reason likes to save emulation settings in the registry. This is asinine IMHO and there should be config files instead; this would make resetting emulation settings so much easier. Why the Pokopom plugin HAS to be the plugin to be used is beyond me, seems to be pretty damn unreliable if it craps out like this. Works great on ePSXe, so it can't be the plugin, but rather, PCSX-R with GTE accuracy that's the problem, the one posted in the OP.

This is the third time this has happened to me, clearly, something is hellbent on preventing me from ever using this properly. When it works, it works fine, but out of the blue, the sodding emulator freaks out and prevents the controller from working. Other programs work perfectly, so it's not my controller.
 
#111 ·
@the_randomizer: You can use any plugin that supports the specs. You should also be able to use LilyPad if that works for you.

Now why would pokopom stop responding? No idea. The only thing I can think of, is the controller having issues and reconnects to another port, check its port light. But that would make the game see no controller, instead of weird behavior. :confused:
 
#113 ·
The light is solid with the upper-left LED lit up, other emulators and PC games work with it just fine, now why it isn't responding, I haven't the foggiest idea, but LilyPad works on this version of PCSX-R? Wasn't aware that it was. I could give that a try, do I just use the same version I use on PCSX2? The light is indeed the correct light, I haven't tried changing ports yet, but I'll try the other plugin first.


Edit: Has to be the particular USB port, even that plugin didn't do anything, but it was easy to configure, will let you know after I change it. Damn this is odd.
 
#114 ·
I would imagine this was already done a couple of times but has anyone tried to contact Pete for his OpenGL2 plugin code? Or did he give a reason why he's not sharing it?

Because on his site he doesn't mention anything, he even wrote that "other plugins will follow somewhen :)" which makes me think that he inteded to release the source of his updated plugin at some point as well.
 
#115 ·
Who knows, I doubt he'd be very easy to get a hold of, either. There might be an email, but good luck finding out what it is...
 
#116 ·
I have the some problem in PCSX-R with the same games, Spyro, Crash 2, and Tekken 3. Most other games run fine though (i think). For some reason PCSX-R is emulating those games very slowly, it's definitely not the GTE hack-plugin, that's causing it. It has something to do with the way the emu handles those games. Too bad really, since it's the only PSX emu that has a REAL widescreen hack. Please let me know, if you found a way to fix that!!!
Most likely caused by this
https://pcsxr.codeplex.com/workitem/11722
 
#117 · (Edited)
I have the some problem in PCSX-R with the same games, Spyro, Crash 2, and Tekken 3. Most other games run fine though (i think). For some reason PCSX-R is emulating those games very slowly, it's definitely not the GTE hack-plugin, that's causing it. It has something to do with the way the emu handles those games. Too bad really, since it's the only PSX emu that has a REAL widescreen hack. Please let me know, if you found a way to fix that!!!
I just gave up and resorted to the opposite extreme: playing with a PSone on a CRT TV.
Anyway, as I mentioned before, you could force 30/60 fps through NVIDIA Inspector or the like, but that backfires in many ways (performance instability), even though frame rate stays put.

Slowdown in that games is because of widescreen hack. Emulated CPU/GPU need to process additional geometry. It is posibility to fix this by implementing overclocking (like in ppsspp or pcsx2) but pcsxr code is scary, almost like pcsx2 code ;p
PS: best code quality imo is in Dolphin.
Nixing that. There's no way to know if the accuracy hack plays a part in it, considering it's PCSX-R dependency, but I can confirm for you that the difference in performance with or without widescreen is negligible. So, as both of us pointed out, there is a fundamental design fault (relying on fixed, obsolete processing power for a surplus of new tasks), but alas, that is not the real bottleneck, as my efforts to circumnavigate this issue have made clear.
Furthermore, Naughty Dog games on the original Playstation are well-known for their conservative environment design (something one can appreciate while playing in widescreen, unveiling a significant lack of polygons otherwise hidden by the standard aspect ratio).

PS: PPSSPP has come a long way.


I have to say edgbla's questionable manners and tendency to ignore feedback seem to be consistent with a perceivable immobilism of the project.
 
#119 ·
Yep, still nothing with the controller input, tried swapping ports, nothing, still won't accept movement, like, at all. The emulator simply has an underlying issue where input randomly ceases to function whereas other emulators work just fine, proving it's neither my controller nor the ports, but the emulator itself.
 
#130 · (Edited)
I actually used SVN one from EmuCr. Their builds never gave me any problems, but I'll give a try with the build you posted. Thanks for the effort :)
EDIT: Nope I still get slowdowns. Actually have same GPU settings as you do except I have Shader level set to 4 and I have no Subtractive blending in the options. My resolution is 1080p.
Any other settings I should get a look at? Sound syncing, the CPu options maybe?
 
#131 · (Edited)
CPU Options:
Widescreen (GTE Hack)
Hide Cursor
Save Window Position

PSX System Type: Autodetect


PEOPS DSOUND:
Mode: 4 Async on-demand

I use ISO file, not CDROM, because most DVD Readers read slooow PSX CDs.

PS: Take a screenshot (F8). Plugin will create PSOGL2_XXX.bmp and PSOGL2_XXX.txt files. Make sure if it states that is 196 textures usable ie.:
- VRam size: 1024 MBytes - 196 textures usable
If vram size is not specified and auto-detect fail then plugin will use minimum texture pool causing massive slowdown.
 
#132 · (Edited)
VRam size: 0 MBytes - 195 textures usable
That's odd. How can it work with 0MB VRAM :D
ePSXe shows the same yet it runs fast.
EDIT:
I added the VRAM manually and it shows
- VRam size: 1024 MBytes - 195 textures usable
but still there are slowdowns and my VRAM is actually bigger than that.
 
#133 ·
If VRAM is 0 but usable textures are grater than 4, auto-detect work fine, because in PEOPS 2.9 VRAM indeed is not auto-detected, only texture pool.
I do not know why MGS is slow for you, I have a old PC: Q6600, 4GB RAM, HD6850 and it works just like on PSX.
 
#134 ·
I wish I could compile PCSXR and try to remove these 2 "patches" that guy mentioned on codeplex. It might be related to nvidia gpus or something. Or maybe W8.
Also just to be sure mine is NTSC SLUS00594
 
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