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Scootaloo

I'm just curios about something. Why is it in some games when I use DX9 (in the plug-in settings) shadows don't display properly, but with DX11 they do?

I don't notice any performance it when using DX11.
I know this has been probably asked but never really found and answer, but will gsdx ever support hw mode in ps1 emulation? also any time i use the gsdx plugin in ps1 emulator I getting 1000 of fps how do i enable the frame limiter on gsdx in ps1 emulator?
In PS1 emus you can limit speed from sound plugins at least if I remember correctly;p, didn't used any from quite some time now.
(07-16-2013, 07:59 PM)tsunami2311 Wrote: [ -> ]I know this has been probably asked but never really found and answer, but will gsdx ever support hw mode in ps1 emulation? also any time i use the gsdx plugin in ps1 emulator I getting 1000 of fps how do i enable the frame limiter on gsdx in ps1 emulator?

Probably not on the hardware support... there is very little that can be done in hardware to improve the image of PS1 games (PS1 had no texture filtering, so forcing it breaks nearly every texture in every game to some degree) and PC cpus are so fast these days, that handling PS1 graphics in software is nothing... my PC doesn't even go out of power save mode on the CPU.
What? PS1 emus support Gsdx? How is that possible?

(07-16-2013, 08:17 PM)Koji Wrote: [ -> ]Probably not on the hardware support... there is very little that can be done in hardware to improve the image of PS1 games (PS1 had no texture filtering, so forcing it breaks nearly every texture in every game to some degree) and PC cpus are so fast these days, that handling PS1 graphics in software is nothing... my PC doesn't even go out of power save mode on the CPU.

Pete's OpenGL plugin has nice texture filtration options, including the so called Hi-res textures (just texture filtration, 2xsal available).
(07-16-2013, 10:44 PM)Dant Wrote: [ -> ]What? PS1 emus support Gsdx? How is that possible?


Pete's OpenGL plugin has nice texture filtration options, including the so called Hi-res textures (just texture filtration, 2xsal available).

And every one of those filter options has problems... predominantly with "tiling" (where every texture looks like a tile, rather than working together to create a seemless floor), transparency issues, and thick black or white outlining...

Instead of using Pete's openGL plugin, I'd recommend his software plugin and use the full screen filtering options. Sure, it blurs the entire image somewhat, but that more appropriately emulates what an NTSC screen does with an image, versus upscaling models which lack z-depth and sub-pixel accuracy.

And yes, GSDX is a fully functional PS1 and PS2 compatible video plugin. It meets the PSPro plugin spec, but only works in software mode for PS1 emus.
(07-18-2013, 04:46 AM)Koji Wrote: [ -> ]And every one of those filter options has problems... predominantly with "tiling" (where every texture looks like a tile, rather than working together to create a seemless floor), transparency issues, and thick black or white outlining...

Instead of using Pete's openGL plugin, I'd recommend his software plugin and use the full screen filtering options. Sure, it blurs the entire image somewhat, but that more appropriately emulates what an NTSC screen does with an image, versus upscaling models which lack z-depth and sub-pixel accuracy.

And yes, GSDX is a fully functional PS1 and PS2 compatible video plugin. It meets the PSPro plugin spec, but only works in software mode for PS1 emus.

Well, yeah, you're right, Gsdx works with ePSXe, and it filtrates textures, but it still looks worse than Pete's plugin with Screen filtration and 2xsal textures (regular texture filtration is off btw). Yes, it doesn't filtrate textures as good as Gsdx's bilinear mode, but overall the images with Pete's plugin looks like it has hi-res textures. Plus it uses higher resolution and eliminates jaggies.

And about texture filtration. First, there are modes in Pete's plugin that don't have black borders, and second, complete filtration (either with Gsdx or Pete's plugin) kills texture details. They still have blockiness, but if you don't seat near the screen it's not a problem. And that's what gives them a "hi-res" look in Pete's plugin. I'll post comparison pics of Gsdx and Pete's plugin using MGS as an example later later.

The only problem I have with Gsdx in ePSXe is that it doesn't save the changes in option , do you know how to fix it?
(07-18-2013, 09:16 AM)Dant Wrote: [ -> ](...)
The only problem I have with Gsdx in ePSXe is that it doesn't save the changes in option , do you know how to fix it?

For that problem I think you have to copy the gsdx.ini from pcsx2 or create it anew to "inis" folder along your psx emu installation dir(create the folder as well if it doesn't exist). I only read that through;p still didn't tested gsdx with psx emu myself lol;3.
(07-18-2013, 01:28 PM)miseru99 Wrote: [ -> ]For that problem I think you have to copy the gsdx.ini from pcsx2 or create it anew to "inis" folder along your psx emu installation dir(create the folder as well if it doesn't exist). I only read that through;p still didn't tested gsdx with psx emu myself lol;3.

It worked, and now the Internal Resolution tab is working, which means that my comparison is wrong since when I captured the Gsdx images the resolution was the same as of PS1. My bad. Considering this, Gsdx is a pretty good substitute for a Pete's plugin.

Ok, I recaptured the images with proper settings. Interestingly, Gsdx renders interface in highier resolution, unlike Pete's plugin. But Pete's plugin has a bit more depth in textures, but it doesn't smooth them as good as Gsdx (Texture filtration is off in Pete's plugin).
I wish there were widescreen patches for PS1 games.
I have done WS hacks for PS1. Most are unreliable though because 90% of them need a render fix. The render area on psx games are about 2% more than the 4:3 viewport lol.

Have you tried PCSXR? it has a widescreen hack. If you didnt want to go and try making the patch hacks yourself. Check here for details on acquiring it, which i've already explained.
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