主题 : Pete's OpenGL2 PSX GPU 2.8
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楼主  发表于: 2005-12-30 12:21

Pete's OpenGL2 PSX GPU 2.8

效果最好(也是配置要求最BT)的PS模拟器插件Pete's OpenGL2更新到了2.8版,各位如果对自己的电脑有信心的话强烈推荐一试!

到底是2.8还是2.08...这个大家就不要深究了,就当它们是一样的吧

December, 2005   Version 2.08

- 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...



"The leading horse is white,
the second horse is red,
the third one is a black,
the last one is a green."
- "The Four Horsemen" by Aphrodite's Child



官方主页:http://www.pbernert.com/

本地下载:http://www.chinaemu.org/emu/html/55/soft_812.html
[ 此贴被lzsgodmax在2005-12-30 15:29重新编辑 ]
绿坝娘美...
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沙发  发表于: 2005-12-30 12:56

Well, I have got a Geforce 6800 Ultra card over half a year ago, and -H矠?
while trying to make this baby sweat, I've added an "Ultra high" 刧郈轼岞D?
internal Y resolution mode. If you want to activate this, you will need 蒟 平
a card with 4096x4096 texture size support (newer NV cards or ATI's ?核Q&8?
1XXXX ones), and 256 MB vram is also recommended. By the way: 幒k櫜◤
the rendering speed will still be very high with this new setting,



....這太吓人了吧
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板凳  发表于: 2005-12-30 12:58

不吓人,ogl2历来都是这样滴...官方说至少64M,不过我觉得得128M才行
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地板  发表于: 2005-12-30 16:21

测试了一下,兼容性比以前好多了,玩北欧好像不会被卡住了。
继续努力中——
游戏[11%]=引擎 [20%]+策划[30%]+美工[5%]+脚本[0%]+音效[0%]
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草席  发表于: 2005-12-30 16:22

引用
下面是引用williw于2005-12-30 16:21发表的:
测试了一下,兼容性比以前好多了,玩北欧好像不会被卡住了。

北欧貌似一向不会被卡住...
绿坝娘美...
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5楼  发表于: 2005-12-30 18:16

以前用2.6的时候,主角用大招就会拖慢机子,现在不会了,同一设置上的优化问题。
继续努力中——
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6楼  发表于: 2005-12-30 19:36

效果再好也不可能出来PS2效果吧。。。
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7楼  发表于: 2005-12-30 20:58

发现PS2的清晰度一直不行。
还是等汉化版吧,看不惯英文的。
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8楼  发表于: 2006-01-04 10:53

引用
下面是引用williw于2005-12-30 16:21发表的:
测试了一下,兼容性比以前好多了,玩北欧好像不会被卡住了。


真的?我也要试试看
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9楼  发表于: 2006-01-04 18:38

没那么夸张吧?我128MB9550不是一样跑到60帧?只不过补插X分辨率不能开最高而已