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OpenGL has a 'keep aspect ration' checkbox - I think this setting checks that
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I believe this gas been superceded by schtruck 'ff7 cursor fix'.
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Soul Eater
Colin McRae
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show more gfx
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Lighting effect commonly - when breaks can cause 'high contrast'
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show more gfx
Can cause black rectangles around objects.
“without it opaque textures can get transparent”.
(many Square Enix games - not FF8)
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“to avoid drawing into some parts of the screen”. e.g. Silent Hill; most games don't need;
disable for more vram
this is an emulation of the mask bit on the PSX, if mask bit emulation doesn't work right can cause problems in game
normally leaving it on is fine
FF9 - "polygons which were drawn on top of mdecs looked upsidedown...
enable mask bit to fix" - this killed fps for me, and dind't help that I saw
FF9 - ? probably not worth it...
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- some people have reported this to fix things - 'garbage' on sides of screen, and other issues. Without it there was garbage, with it garbage is gone (still appears at times though)
- In my testing I've not seen it significantly increase graphics - your experience may vary
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can increase gfx, makes games slower. I've not seen it make a significant diff
this item was added at one point, but later removed due to slowdowsn
it is not available in current PC version of PEOpS plugin
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special fix - "skips only every 2nd frame"
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11.14 update sounds like 'misc' option. If it's texture quality instead, uses more
bits/color? How many?
If "framebuffer textures" (peops 'compatibility' section) then which setting?
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the special fix pete implemented. It could be either internal FPSE framelimiter
or OpenGL framelimiter
special fix - "better fps limitation with some games"
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"toggles busy flags after drawing"
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"the yellow character selection rect in battle mode will be displayed"
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plugin had internal hack prior to epsxe 1.52 to fix issue with epsxe
if game is having lockups, this may help
specifically for chrono chross status screen lock-ups
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Killer Loop
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"Speed up in nasty frame upload situations"
"games are uploading hundreds of single lines of screen data each frame"
works with "certain cards/drivers (like my GeForce3 with Detonator 30.82)"
primarily for especially for mdecs (video), especially some opening videos
know for FF7, FF8, Persona 2.
Opening scenes run at 1/2 speed without this.
FF8 - specifically for initial mdec/video (intro before game starts)
This setting seems to speed up up the cut scene to full speed... But it breaks it and the screen only displays in black.
FF8
Persona 2
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disables "detection of weird running wild polygons"
enable "if you are having troubles (missing polygons, for example)"
can assist with chrono cross possibly
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- text boxes won't get semi-transparent, & bkg will not be animated
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No more crash, will make working others games that crashed..."
Thus fix may assist other hardware with the battle swirl also
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- Driver default
- 4 bits
- 5 bits (no alpha multipass option)
- 8 bits
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5 modes from “off” (none) to “extended” (too much)
Never use highest setting for FF8 / FF9
FF7 needs highest setting for all graphics to be shown
FF8 needs 'enhanced' (lvl 4) for all battle statistics
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(i.e. “FBT”) (see note below)
- 0 – emulated vram – need full software vram primitives from framebuffer access & offscreen drawing – all software; very slow
- 1 – black – fast; effectively disables special effect
- 2 – GPU buffer – can be slow if GPU is slow
- 3 – GPU buffer & software – doesn't need framebuffer; can be slow as it's partially software
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Framebuffer access
(“Full Vram Primitives” - FVP)
(see note below)
- 0 – emulate vram
- 1 – GPU (i.e. framebuffer) reads (designed to be used with 'emulated vram' to replace 'full vram primitives' to take pressure off CPU.
Can also be used with 'GPU buffer')
- 2 – GPU (i.e. framebuffer) moves (effectively a 'special fix') Can be used with "emulated vram" or "GPU buffer"
- 3 – GPU (i.e. framebuffer) reads and moves (designed for Xenogears, also used for FF7)
Can be used with "emulated vram" or "GPU buffer"
- 4 – full vram primitives via software. Designed to be used with "emulated vram", but may be needed even if FBT is on other setting.
(ex Final Fantasy Tactics)
FF 8/9 will not work with GPU reads/moves
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“Accurate PSX color emulation”.
I've seen this to be a 'lighting' effect in some games (Final Fantasy Tactics). When it doesn't work can produce 'high contrast' feel.
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“Draws opaque texture pixels the way it should be”
“without it opaque textures can get transparent”
some games menus need it or they will be transparent (e.x. Final Fantasy Tactics)
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Disable if not needed for move vram
this is an emulation of the mask bit on the PSX, if emulation doesn't work right can cause problems. normally leaving it on is fine
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FF7, FF8, Persona 2, others: opening / mdecs (videos)
If mdecs (video) runs good with it – it's ok. If not, don't use
fix will cause unfiltered (more pixelated) mdecs
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"repair the black screens when entering a house or a menu"
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applicable if frambuffer access is set to 1 (reads), 2 (writes), or 3 (reads&writes)
"minimizes the real vram reading to a minimum" - uses software drawing method instead of hardware,
but also minimizes the amount of software framebuffer access done
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subtractive blending - advanced gfx mode. plugin automatically tries to dectect if gpu can do it, and if so will implement
some cards report they can, but they really can't. this fix forces cards to NOT use the advanced subtractive blending gfx mode
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new filtering may cause black areas on some cards, this will enable the old filtering style which should avoid that (ver 1.71 release notes)
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_Only_ activate the new fix when you are missing important information screens
Can cause issues (e.g. ChronoCross)
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framebuffer access - for additional special effects
a) set framebuffer textures to "emulated vram", then all special effects will be controlled by "framebuffer access". Set it to "enable full vram primitives (FVP)" to show all gfx, emulated via software.
Finally enable off-screen drawing.
- Fhe 'framebuffer read' is designed to replace the FVP – it lowers need for CPU. It's not perfect, and can cause problems (specifically FF8 & 9)
b) set framebuffer textures to 'gfx card buffer' (one of the options). GFX card handles most special effects
- frambuffer access can be set to 0, that's the defaul way to use 'gfx card buffer'
- Alternately, any of the framebuffer access “GPU / GFX card” options can be used with this setting - can provide some additional graphics.
- The higher the resolution, and the higher the color depth (texture quality), the more memory needed
- Has potential to have better quality than option (a). Pete says it will "give you the effects in nice looking hi-res, with good speed ... if you gfx card/driver can handle it"
c) set framebuffer textures to 'gfx card buffer & software'. (framebuffer access can be set to 0 – emulate vram)
- sometimes this setting is more accurate than option (b)
(a) Generally the most compatible choice, and shows most gfx. Will work on every system, but it will be very slow if not enough CPU power (1GHz+)
(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, if not using option (a), some games will work better/faster with (b), others may need (c) instead.
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