PGXP (Parallel/Precision Geometry Transform Pipeline) is an enhancement for PlayStation emulation that produces high precision fully 3D geometry data that was not available on the original console hardware. It is currently integrated with PCSX-Reloaded via Pete's OpenGL v1.78 plugin and Tapeq's Tweak extension to Pete's OpenGL v2.9 plugin. Note: This project is still very much a work in progress. Features High Precision Vertex Data (more stable geometry) Reduced Triangle Culling (more detailed models) Perspective Correct Texture Mapping (reduced texture distortion) Chrono Cross: Distortion of model geometry is significantly reduced, especially at a distance. Ridge Racer Type 4: Higher precision culling calculations mean that small triangles are no longer culled Tomb Raider: 3D vertex coordinates mean affine texture mapping can be replaced by perspective correct mapping Setup Instructions Download the required files (links to these can be found below): A WIP build of PCSXR-PGXP A complete install of PCSX-Reloaded Pete's OpenGL2 PSX GPU Plugin v2.9 Copy the PCSXR-PGXP.exe file from the WIP build to the root folder of the PCSX-Reloaded (the one with the PCSXR.exe file in it). Then copy the gpuPeopsOpenGL.dll and gpuPeteOpenGL2Tweak.dll files to the "Plugins" folder. If you don't already have it copy the "gpuPeteOpenGL2.dll" file to the Plugins folder too (this is required for the Tweak plugin to work). Note: If the plugins fail to appear in the "Graphics" menu of the "Plugins & Bios..." window then you may need to install the Visual C++ Redistributable 2015 (x86). Debug Visualisations Spoiler (Move your mouse to the spoiler area to reveal the content) Show Spoiler Hide Spoiler Various shading modes are available by pressing F11 when using the OpenGL 1.78 plugin each of which show different information regarding vertices. There are currently three such modes that can be cycled through, the first shows the different states of each vertex: Blue: Successfully tracked from transformation on the GTE to the GPU. Cyan: Tracked but has lost its 'w' component. Yellow: The vertices belong to a 2D sprite element. Red: No valid value was found so it falls back on the native low precision values. Green: A suitable high precision value has been found in the cache Magenta: Multiple high precision values were found at the same position of the cache, making the result ambiguous, so the low precision value is used. The other two modes display depth values as a spectrum through blue, green and red. The second mode being the 'w' components of the vertices (in older versions this was grey scale). The last shows depth information taken from the Ordering Table used by the PlayStation to sort primitives so they can be rendered from furthest to nearest. Links Most Recent Builds: WIP_PGXP_build_17_03_19.zip Source Code: PCSXR-PGXP: https://github.com/iCatButler/pcsxr Tapeq's OpenGL Tweak Plugin with PGXP: https://github.com/iCatButler/PeteOpenGL2Tweak Additional Links: Official PCSX-Reloaded Home Page: https://pcsxr.codeplex.com/ Pete's OpenGL2 PSX GPU Plugin: http://www.pbernert.com/html/gpu.htm#OGL2 Visual C++ Redistributable 2015: https://www.microsoft.com/en-us/download/details.aspx?id=48145 Tapeq's Tweak Plugin Thread: http://ngemu.com/threads/peteopengl2tweak-tweaker-for-peteopengl2-plugin-w-gte-accuracy-hack.160319/ Previous Builds: WIP_PGXP_build_16_08_01.zip WIP_PGXP_build_16_08_31.zip WIP_PGXP_build_17_03_17.zip Thanks to: Tapeq Pete Bernert Edgbla Simias The PCSX-R team And everyone who has provided feedback.