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enjoy!
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requirements:
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configuration:
0) rendering device
--------------------
if you have more than one gfx card installed (i have for example
a geforce and voodoo3 pci), you can select the card you want to use
with the "select device" button.
some add-on cards (v2) will only work with 'fullscreen flipping'
enabled, but be aware, that this option can cause flickering with some
games.
fsaa is also only supported with activated 'fullscreen flipping'
with some cards.
2) texture quality
-------------------
basically there are 16 bit textures and 32 bit textures.
3) texture handling
-------------------
to optimize the texture storage, the plugin has to know the size of your
gfx card vram. you can try to let the plugin auto-detect the available
vram memory, or you can enter the right amount yourself.
if you have a lotta vram (64 mbyte or higher), you can also try the
"hi-res texture (2xsai)" or "hi-res texture (scaled)" option. the 2xsai one
will use the superb 2xsai algorithm from derek liauw
(http://members.xoom.com/derek_liauw/) to improve the texture quality.
for more informations check out the version notes from 10. july, 2002.
the "scaled" hires textures will need additionally some texture filtering
(best: filtering mode 2) and a screen resolution of 800x600 or above.
4) bilinear filtering
----------------------
give it a try... the real psx doesn't support bf, so there will be some
glitches if you turn bf on. several games will look nicer... there are
two filtering modes... the extended mode is slightly slower, but even
better with most games (be sure to use 'dynamic caching' with extended
filtering).
if you want you can also try both filtering modes without sprite
filtering. some game text will be much better readable, but some
games will look weird if everything but sprites are smoothed.
or try the new "filtering with sprite smoothing"... that one is giving
nice results most times :)
6) offscreen drawing
----------------------
there are now (1.48 or newer) 5 different od modes... od is used
to detect drawings which are outside the front/backbuffer, doing such
stuff in software (or by tweaking polygon coords).
0 (none): fastest mode, glitches in splash screens/game gfx can happen
1 (minimum): takes care of most splash screens
2 (standard): does an easy check, if software drawing is needed
3 (enhanced): does a more complicated check for soft drawing
4 (extended): does the "enhanced" check, and adds some additional buffer
swap (can cause flickering with some games)
7) framebuffer textures
----------------------
to get whirling screen effects and psx motion blurring, there are two ways
to go:
a) set framebuffer textures to emulated vram, enable full vram primitives
(framebuffer access option) and offscreen drawing
or b) disable full vram primitives and set framebuffer textures to
'gfx card buffer' or
c) use 'gfx card buffer & software'.
(a) will work on every system, but it will be very slow. (b) will prolly
work only with certain gfx cards with a good speed (geforce :)...
(c) is kinda a compromise: there will be little gfx card accessing (good for
slower gfx cards), and more software drawing instead (which will need some
cpu power).
btw, some games will work better/faster with (b), others may need (c) instead.
you have to try that for yourself :)
well, ppl with slower cpus and/or gfx cards can use "black framebuffer
textures", this option will be very fast, but, of course, the special effect
will not appear!
8) framebuffer access
---------------------
sometimes the real psx is reading/moving the already drawn display to create
special effects. again depending on your hardware and the game you want to
play you may need to activate one of the available options to get all effects.
the highest setting (full software drawing) will cause the internal soft gpu
to paint every polygon, etc. into the emulated gpu vram. that's helpful if
you want to see most of the fancy psx effects, but also _very_ slow.
ah, and another hint: never use the gfx card reads/moves with ff8/ff9.
9) advanced blending
---------------------
to get perfect lighting, you should enable this mode. some cards
(3dfx again) can't do this in hardware (you will get no textures if
you try), activate the "software" mode instead. the software mode can
cause some wrong double-blended areas, though, and it is slower.
if you don't mind the better lighting, you can also turn ab off,
of course.
some games are really looking better using ab (spyro!), try it yourself...
keys
----
<f8> save screenshot to 'snap' sub directory
<alt>+<enter> switch between window/fullscreen mode
<shift> + <page up> turn off screen smoothing
<insert> show/hide the gpu version (if no fps is displayed) or an help text
(if the fps menu is displayed)
<del> show/hide fps and option menu
how it works: hit <del> and the framerate und the menu will appear. it
looks like: 'fps xxxx.x fl< fs od fi di am ab fa ft gf 0 :) * 2x ax'
below every option there is a small box, if the box is filled the option
is active, empty box means inactive.
there is a small arrow you can move with the <page up> or <page down> keys
to an option you want to toggle.
just hit the <end>/<home> key to switch the selected option on or off. changes
will
be done immediatly, you can see how the framerate is affected if an option
is on or off.
if you are using a manual speed limit, and the in-game menu cursor is set to fl,
you
can adjust the manual limit value by hitting <shift>+ <end>/<home>.
if you have found a setting that suits your game just hide the menu by
pressing <del> again.
i don't store changed options permanently, you have to do that still in the
main configuration dialog.
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some tips:
800x600 16 bit
5-5-5-1 textures
offscreen drawing: extended
advanced blending: off
color dithering: on
alpha multipass: on
mask bit detection: on
800x600 32 bit
8-8-8-8 textures
offscreen drawing: extended
advanced blending: hardware
color dithering: off
alpha multipass: on
mask bit detection: on
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have fun!
pete bernert
email: blackdove@addcom.de
web: http://home.t-online.de/home/petebernert
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disclaimer/licence:
this program is freeware and cannot be sold. also this program cannot be
distributed without written permission. this program cannot be used for
any commercial purposes. you may not reverse engineer, decompile, or
disassemble the enclosed software. authors are not responsible for any
damages that this program may cause, and are also not responsible for
anything this plugin will be used for.
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