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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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#311 ·
Reshack to true ? This option does not exist any more so you use old version i think.

Z-Buffer emulation ... strange, because PSX do not have Z-Buffering, so what you want to emulate ?
Z-Buffer implementation if whole different thing...
 
#315 ·
Yes, I broke it ... when I rearanged ini values.

EDIT: Fixed, use new link in first post.
PS: Low internal res + xBRZ will cause whole image to be blurred. This is normal, because this set the render target texture size too.
NOTE: 1x1 render target is 1024x512.
Thanks for the fix. :)
And another big thank you for maintaining the plug-in.


Reshack to true ? This option does not exist any more so you use old version i think.

Z-Buffer emulation ... strange, because PSX do not have Z-Buffering, so what you want to emulate ?
Z-Buffer implementation if whole different thing...
Z-Buffer or Quad emulation is a re-implementation to improve the image quality although the PS1 has no Z-Buffer.
Some developers tried already to do this (see last post in following thread).
http://forum.emu-russia.net/viewtopic.php?f=29&t=1188&start=20
 
#314 · (Edited)
Yes, I broke it ... when I rearanged ini values.

EDIT: Fixed, use new link in first post.
PS: Low internal res + xBRZ will cause whole image to be blurred. This is normal, because this set the render target texture size too.
NOTE: 1x1 render target is 1024x512.

PS2: I can set max about 12x24 but is VERY slow. Usable is 8x16.

EDIT:
I know why I noticed vertical artifact lines when using xBRZ, ResHack was not working... With higher internal res this does not happen anymore :p
PS3: Max internal resolution that can be set by plugin configuration dialog (ie. Very High X, Ultra High Y) is 4x6.
PS4: If you set too much you will go out max texture size supported by you graphic card, so it will render nothing... black... or when crash the opengl driver :p
 
#320 · (Edited)
I was wrong, but...:
[internal resolution option in plugin dialog] - [render texture size] - [real internal res multiplier]
0,0 - 1024x512 - 1x1
1,1 - 2048x1024 - 2x2
2,2 - 4096x2048 - 4x4
2,3 - 4096x4096 - 4x8

Pete use 2 x index (where index is value in combobox), with check if(yres == 6) yres = 8.
 
#323 ·
I was wrong, but...:
[option in plugin dialog] - [render texture size] - [scale]
0,0 - 1024x512 - 1x1
1,1 - 2048x1024 - 2x2
2,2 - 4096x2048 - 4x4
2,3 - 4096x4096 - 4x8

Pete use 2 x index (where index is value in combobox), with check if(yres == 6) yres = 8.
Thank you for the information. By the way, how do you know this when the source code isn't available? The scale is the multiplier of the internal resolution, right?
 
#327 ·
Even without vertex coords, i've seen you apply the filter to all textures in your plugin, which means it isn't a simple "filter emulator final output" process.

BTW, Retroarch shaders only use vertex coords to easily get some texture coords, so It isn't mandatory. It's possible to convert any Retroarch shader to use only texture data and size, the same way as you use with xBRz. It only will require some work to port it, though.
 
#331 · (Edited)
I agree with wasabie, but with a little more tact. It would be greatly appreciated if you could add some notations as to what each setting does in the .ini file. Your modified plug-in is my new favorite since you added xBRZ. I've never really been too much of a fan of xBRZ and it's other forms because I thought it was primarily for 2d sprite games. My eyes have been opened.
 
#332 ·
File updated (.bin one). Now create ini file with comments, if you found any typos etc. write to me :p

About scaling, almost all filters scale fullscreen ie. rendered surface. This will cause a loose of detail at edges in 3D games and it will look terrible...
 
#335 · (Edited)
Thank you for adding notations. They are a big help. As far as xBRZ scaling in your plug-in goes I haven't noticed a lose of detail on 3D edges, in fact I can still pick out aliasing in some 3D models. Regardless, in combination with a PSXFx, Reshade's SMAA, and your plug-in is the best graphics quality I have ever gotten using ePSXe. So thank you for your hard work.
 
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