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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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#698 ·
Some laptops (most of them?) that uses Connectix or others strange sound cards have problems with thier drivers. PSX emulator plugins want low latency sound, if you sound card (or it's driver) cannot plays sound at time - it stutters.

It makes me wonder why ps1 is such a problem...
Is not, but PSEmu Pro plugin design is old and poor for today emulators. See Dolphin emulator that in first version have plugin design but authors decide to merge them to main emu core - and now is on of best performing emulators. Also there exist very good PSX emulator called Mednafen - but it luck of such features like HW GPU acceleration, incresed internal resolution etc.

another problem with this version is: I can not leave fullscreen mode. When i press exit i see the cursors but the game is still running
Plugin configuration problem, not emu.

i fixed the sound issue by setting the psx system typ to PAL manually in the CPU config. Guess there is a bug here ?
Make sure you have correct settings in spuPeopsSound, ie. you use "XAudio 2" not "DirectSound" and not force system to PAL there.

I see that problem with fullscreen resoled, if you use lillipad only for XBOX gamepad support - use Pokopom instead: https://github.com/KrossX/Pokopom
 
#699 ·
Hi, i'm using your version of PCXR with the Per Game Memory Card feature, and I can't seem to get that feature working. If I select it and then try running a game, it'll throw up an error saying that such-and-such memory card doesn't exist and then defaults to using the default ones.

I was under the impression that it would create these memcard files automatically if it can't find them. Is that wrong? Am I supposed to create all these per game memcards manually (using MemcardRex or something)?
 
#701 ·
Ok, that seems to work for the most part. Most of my backed up games (e.g Ehrgeiz, Soul Blade, Tekken, and Tekken2) will automatically create memory cards under "memcards/games", but for some reason Tekken 3 insists on creating memory cards under "memcards/games/TEKKEN3" so I had to make the extra folder for that to work. I've no idea why Tekken 3 is being so awkward about it...I backed them all up the same way (as BIN/CUE files with ImgBurn), so I don't think it's something i've done.

Thanks for the help btw. :) Also the tweaker itself is working really well so far.
 
#702 ·
The new version of plugin crashes for me in silent hill (PAL) when you start or load a game.

Can be solved by change the default setting of TextureCacheSize "256" to "128".

Using Nvidia GTX 970
 
#703 ·
Very strange because texture cache is dynamic so only one explanation is that emulator + texture cache taken more than 2GB of system memory (not VRAM, because this is software scaling - also graphic card does not matter). Which level of xBRZ you used ? 6xBRZ ?
 
#709 ·
thanks for the amazing plugin tapeq

i have stuttering problem with PeteOpenGL2Tweak plugin
using new epsxe 2.0 with 60 fps game (Lunar silver star story) i have frame drops to about 59.5 fps
if i press F4 to make FPS Limit OFF (and use msi riva tuner frame limiter set to 60 FPS) the stutter is gone
i think the trouble is in the plugin frame rate limiter/FPS limit.
i already try to tick off FPS limit in video setting but the game still stutter


i do not have the stuttering problem with epsxe 2.0 built in opengl2core plugin
please tell me how to fix this, thanks thanks thanks
 
#714 · (Edited)
Wow, it's amazing how much ePSXe improved, with GTE accuracy hack and widescreen support. Using the TWEAK, I don't have any lag whatsoever using the same config I used for ePSXe 1.9.25 or PCSX-R, and the CPU usage was cut by half compared to those other emulators. The new SPU plugin also removed any "chopping" I had XD. The core video plugins seem very good as well, although I found some bugs with ePSXe core. And that Pete's core, if Pete Bernet helped with that (as it says in the "changes" section of the ePSXe page), is there any chance he would further update OGL2? Or even though it's "core 2.0.0", is this already the update from 2.9? Well, I'm really happy with what was achieved already on ePSXe 2.0, so won't ask too much XD.

About the TWEAK, if I enable "sub-pixel precision" in ePSXe, do I need to enable GTEAccuracy on the .INI? And even with full settings+shaders (X8, Y8, x6 xBRz), I don't get even 700MB of RAM usage (on task manager), using Windows 8.1, texture cache is set to 512, so I don't know what options people are using. Of course I can't play with those settings, it will lag as hell, but it doesn't crash at least.
 
#729 ·
And that Pete's core, if Pete Bernet helped with that (as it says in the "changes" section of the ePSXe page), is there any chance he would further update OGL2? Or even though it's "core 2.0.0", is this already the update from 2.9?
I'd be surprised if Pete Bernet actually participated in any of the actual development of ePSXe 2.0. If anything he might have released code to the ePSXe dev team or they might just be giving him the proper acknowledgement since it still is his plug-in. I would have assumed if he was back to developing Pete'sOpenGL2 he would have fixed some of it's issues and made some improvements. I actually don't see any improvements in the integrated plug-in itself. It's just been integrated into ePSXe probably.
 
#715 ·
Maybe new compiler ? ePSXe 2.0 uses VS2015 (v140_xp toolset) :p
Build-in OpenGL2 plugin is 2.9 + GTEAccuracy, no ResHack/xBRZ.

And yes, you need to enable GTEAccuracy. RAM usage by texture cache is game depended.

PS: GTEAccuracy can (and will) cause artifact/shaking of 2Ds.
 
#722 · (Edited)
Too much, i can't control it :p
Are much of the other options in this going to be added to the epsxe version of petes plugin?
You helped put that together right? If so, can we get a fix for the controllers not working with pokopom when esc > continue are pressed in epsxe?

btw, the ini for this with the new options aren't included in this zip file and neither are instructions for future reference.
 
#728 · (Edited)
excellent.
you should probably tell them that we don't need the memory card per game option anymore because it is covered better in the per game profiles (we can use custom mem card names unlike the memory card option0.
 
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