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Pete's OpenGL2 PSX GPU Version 2.8 & Pete's XGL2 Linux PSX GPU Version 2.8
RBM-13s, 09:41, 30-12-2005
Обновился замечательный OpenGL видео плагин для эмуляторов консоли Sony Playstation и аркадного эмулятора ZiNc. Плагин требует мощной системы и видеокарты nVidia/ATI как минимум с 64 MB (для ZiNc: 128 MB) видеопамяти, а так же (желательно) последних драйверов на видео. Изменения в Windows и Linux версиях одинаковые:
- trickyfree suggested on my messageboard to have some different types of the display stretching. Ok, done: beside the old "full screen stretching" and "keep psx aspect ratio" modes, I've added two more ways to stretch the psx display to your screen.
- ShadX and guest(r) are still doing amazing full screen shaders for the OGL2 plugin. Therefore you can find many shaders in the messageboard section of my site (http://www.pbernert.com). To make the shaders somewhat faster, they suggested to get additional pre- calculated values from the plugin. Done. Now the "OGL2InvSize" uniform is available for new GLslang shaders... let' em coming :)
- Well, I have got a Geforce 6800 Ultra card over half a year ago, and while trying to make this baby sweat, I've added an "Ultra high" internal Y resolution mode. If you want to activate this, you will need a card with 4096x4096 texture size support (newer NV cards or ATI's 1XXXX ones), and 256 MB vram is also recommended. By the way: the rendering speed will still be very high with this new setting, but psx framebuffer effects can now last a couple of seconds (!!!). Therefore this "ultra" resolution is not really usable with psx games which are doing much FB effects. You are warned :)
- In july 2003 I've started this PSX OGL2 plugin. Basic idea: don't map
the psx drawing commands on-the-fly to the PC's gfx card's backbuffer
(like my Standard OGL and D3D plugins are doing it), but to create a
offscreen buffer in the same size as the real PSX GPU vram (or a
multiple of it), and draw into that buffer. Well, by this time the
only way to do this was to use "P-buffers" in OpenGL, and yeah, I got
it to work nicely.
Much later (spring 2005) a nicer way to handle offscreen buffers were added to the OpenGL specifications, called "framebuffer objects". FBOs promise a better speed, and are easier to handle than the clumsy P-buffers, so I finally decided to add them in my plugin as well. You can change the render mode in the plugin config, if you are looking for some more speed, but to be honest: on my system every PSX game runs like mad (without frame limitation), so I cannot tell if FBOs are really faster. You have to try it yourself...
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