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

367K views 2K replies 166 participants last post by  Polar-kun 
#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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#215 ·
I'm giving this tweak a try, but at the moment I can't make the pad plugin settings + PEC works in ePSXe 1.9.25 at all. However I manage to set all the steps on setting it up on PSCXR as mentioned on the first page.

Can anyone give a step-by-step for setting it up for the latest ePSXe? I just want the PEC and pad plugin to work.

Thanks in advance.
 
#216 ·
Can anyone give a step-by-step for setting it up for the latest ePSXe? I just want the PEC and pad plugin to work.
1. Open "gpuPeteOpenGL2Tweak.ini" which you can find in the "inis" folder in the ePSXe install folder.

2. Set "UsePEC = True".

3. Set "ePSXePadPlugin = True".

4. Set the path to your gamepad plugin, in my case it's "Port1 = \plugins\LilyPad-Scp-r5875.dll".

5. Save the changes.

6. Launch ePSXe, set "PeteOpenGL2 Tweaks 2.0" as the video plugin.

7. Click configure to launch the PEC setup window.

8. Set "Pete's OpenGL2 Driver 2.9" as the GPU plugin.

9. Play.
 
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#217 · (Edited)
Just tested ePSXe 1.9.25 + PEC and works fine.

PEC:
1. Set 'UsePEC = True' in inis\gpuPeteOpenGL2Tweak.ini
2. Run emu and set GPU plugin to PeteOpenGL2Tweak
3. Click configure, PEC configuration will appear, select Petes OpenGL2 in it
4. Click ok and run games.

PAD Plugin support hack:
1. Set 'ePSXePadPlugin = True' in inis\gpuPeteOpenGL2Tweak.ini
2. Set 'Port1 = path\to\pad\plugin' in inis\gpuPeteOpenGL2Tweak.ini
3. Do same for Port 2 if you need it
4. Run emu, goto GPU plugin select and press 'Test', this will run Pad Plugin Conguration.
5. Configure it and run games.

EDIT:
LOL apex was first ...

PS: @apex
You use LilyPad for it's advanced features or Xinput support ? If only Xinput i recommend Pokopom, it can use 'bigbutton' (Xbox big X button :p) for analog switch!

PS: I'm dumb, sorry, you use SCP ie. PS3 Controller :p
 
#218 ·
I have XInput wrapper installed and it comes with the LilyPad plugin and "XInput1_3.dll" which I put in the same folder as ePSXe.exe. This allows me to enable "DualShock 3 native mode" in the options, so it acts exactly like a DS1, with analog toggle on the PS button on my DS3. I've tried Pokopom a few times but the L3/R3 buttons (pressing the analog sticks) didn't work so I went back to LilyPad.
 
#222 ·
Tapeq, you seem to be quite knowledgeable on these things, do you know of any way to implement per game settings as with ePSXeCutor for PCSX-R? I've wanted to try it as my main PS1 emulator but really don't want to reconfigure the settings between games. I haven't found any PCSX-R compatible frontend. One solution I tried was to set every game setting in ePSXeCutor, extract the registry keys and use a command line launch with those keys in Emulation Station and Launchbox but it's a pain in the a**.
 
#223 · (Edited)
ePSXeCutor uses same way you described - when you run setting from ePSXeCutor then it writes to registry saved setting in profile and then run ePSXe.

I tested a way to hack ePSXeCutor to run PCSXR.exe. You need to hexedit ePSXeCutor.exe and replace all "ePSXe.exe" strings to "PCSXR.exe", but this is not perfect:

NOTE1: If you rename ePSXeCutor.exe to (example) ePSXeCutorPCSXR.exe you need to rename ePSXeCutorStuff.dll to ePSXeCutorPCSXRStuff.dll and ePSXeCutorTool.dll ePSXeCutorPCSXRTool.dll.
NOTE2: It will not save/change emulator internal settings - ie. selected plugins, but will set plugin settings.
NOTE3: Command line will work, for PCSXR "-cdfile" is option to run image file

EDIT:
Ehh, I broken memory cards in PCSXR... and I think fixed it now ... re-uploaded file.
PS: Option to enable Per Game Memory Card is in "Configuration" -> "Memory Cards...". Also default extension of automatic memory cards is .mcr to be compatible with ePSXe (PCSXR and ePSXe can use same cards) ie. cards are saved to memorycards\games\<gameexename>.mcr
 
#225 · (Edited)
I have a idea, hardcore mode... disable emulator save state hotkeys (F1/F2/F3) !
Some PSX games have limited memory cards save states (like Resident Evil series - you need to use "Ink Tape" to save using typewriter) and using emulator save sates is like cheating. Maybe it is stupid but save states always tempted me to use them :p

EDIT:
Done ! Should work for all emus because it blocks F1/F2/F3 keys in WindowProc !
NOTE: ConfigVersion updated, you config will be cleared to default values !
 
#226 ·
I have a idea, hardcore mode... disable emulator save state hotkeys (F1/F2/F3) !
Some PSX games have limited memory cards save states (like Resident Evil series - you need to use "Ink Tape" to save using typewriter) and using emulator save sates is like cheating. Maybe it is stupid but save states always tempted me to use them :p

EDIT:
Done ! Should work for all emus because it blocks F1/F2/F3 keys in WindowProc !
NOTE: ConfigVersion updated, you config will be cleared to default values !
If you are going to go that far why not disable cheating as well. Like blocking PEC and whatever other cheating tools are out there.
 
#232 · (Edited)
Updated, Frame Buffer Effect are slow as hell and will be, I cant make it any faster without recompiling gpuPeteOpenGL2 (ie. without source code).

Removed scaling of RGB (ie. 24bit) textures (sloooow xBRZ needs 32bit textures, so conversions needed) as they only used for GUI display.

Removed automatic usage of WGL_EXT_swap_control_tear, because it crash emulator on Re-Run/Reset (black screen), seem to be AMD driver bug.
You can now set Swap Interval yourself, 0 VSync Disabled, 1 Normal VSync, -1 adaptive VSync (WGL_EXT_swap_control_tear).

PS: You can use internal 2xSal + xBRZ, but effect are not quite nice, but scaled textures + xBRZ look nice in RE.
PS2: Note that VRAM size in Configuration dialog only estimates number of usable textures in texture cache, 1024MB set 195 usable textures.
So if you scale all textures 5x, then you will require 25x more VRAM (texture size = width * scale * height * scale * (bpp/8) )!
Not stretched textures are 256x256, stretched 512x512, all 32bits so with 5x scale you get: 256 * 5 * 256 * 5 * 4 = 6553600 bytes ie. 6,25MB for single texture and 512* 5 * 512* 5 * 4 = 26214400 bytes = 25MB for single texture!
 
#237 ·
Error:
Cannot load "E:\Users\My name\My Documents\Games\CONSOLE\EMULATORS\SONY\Playstation\Playstation\plugins\gpuPeteOpenGL2.dll" error: 0x7e
 
#241 ·
I'm stupid, this is my plugin error msgbox... You do not have gpuPeteOpenGL2.dll in plugins directory, you need this: http://www.pbernert.com/html/gpu.htm#OGL2

PS: Also this path: "E:\Users\My name\My Documents\Games\CONSOLE\
EMULATORS\SONY\Playstation\Playstation\plugins\gpuPeteOpenGL2.dll" can be too long... Move Playstation to D:\Playstation or something...

PS2: WinAPI is stupid, path is only not limited to 260 character when you use UNC prefix (\\?\) ... Most application does not use this prefix.
 
#242 · (Edited)
I actually do have it in the directory. It's the only graphics plugin I use. It works in the same location when using it by itself.

If I move all my emulators then I would have to reconfigure everything that doesn't use relative paths :(

Edit: moved it to the root of my E drive. Didn't work still.
 
#244 · (Edited)
Excellent. That worked. I had it at gpuPeteOpenGL2_9.dll at first :p

Edit: so I put this in the ini:
ePSXePadPlugin = True

[PadPlugin]
Port1 = plugins\padPokopom.dll
Port2 = plugins\padPokopom.dll

But my controller isn't working.
 
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