FPSE use of PEOpS OpenGL driver (2024)

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FPSEUse(likely) PEOpS OpenGL equivalentNotesKnown games that need option

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Framelimitergame speedFramerate limiterOpenGL framelimiter

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Frameskipgame speedframe skippingnew' OpenGL frameskip

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Print FPSinfoFramerate limit / frame skipping

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Original screen sizegame speedResolutionI think FPSE defaults to the OpenGL "full screen" setting
OpenGL has a 'keep aspect ration' checkbox - I think this setting checks that

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Adjust framebuffer accessspecial fixspecial game fix - “adjust framebuffer access”ONLY for FF7 battle cursor/battle swirl
I believe this gas been superceded by schtruck 'ff7 cursor fix'. Final Fantasy VII

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Special upload detectionspecial fixspecial game fix – special upload detectionintense change; can cause problems (e.g. ChronoCross);
Tony Hawks
Soul Eater
Colin McRae

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designed for for Tony Hawks & Soulreaver & Colin McRae – maybe others
-

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Offscreen Drawingcompatibility /
show more gfxoffscreen drawingwhich “offscreen drawing”? Probably 'standard' - “does an easy check, if software drawing/coord tweaking is needed”<many Square Enix games>

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advanced blendingcompatibility / enhanced color shadingadvanced blending“can make games look better, can be slow. Good ex: Spyro”.
Lighting effect commonly - when breaks can cause 'high contrast'

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Alpha Multipass (transparency / black lines)compatibility /
show more gfxalpha multipassNeeded for some menus and text
Can cause black rectangles around objects.
“without it opaque textures can get transparent”.Final Fantasy Tactics
(many Square Enix games - not FF8)

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Mask Bitspecial fixMask Bitrecommend leave off, usually
“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 sawSilent Hill
FF9 - ? probably not worth it...

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32 bits renderingenhanced gfxResolution- Sets # of colors I think (32 bits vs 16bits color depth)
- 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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Anti Aliasingenhanced gfx<not part of PEOpS – a GPU driver usage?>Anti-aliasing uses colors to make up for a lack of spatial resolution
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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Texture filteringenhanced gfxBi-linear (texture) filtering <but which one?>which one though; there are 2 modes with 2 options each for 6 choices

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Old Frameskipgame speedFramerate limit / frame skippingeither the internal FPSE frameskip, or the 'old' frameskip from OpenGL
special fix - "skips only every 2nd frame"

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Frame Texturespecial fixspecial fix? texture quality? Framebuffer textures (for compatibility)?11.14 update - "necessary for MGS and Codec drawing" (video cut scenes).
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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Special frame limitergame speedUse PC fps calculationI'm not sure if this is something schtruck did, or if this is an implementation of
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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Manual Frame Limiter (Misc menu)game speedN/A11.15 - sets maximum FPS

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Busy fixspecial fixspecial game fix – “Fake 'GPU Busy' States"11.15 - "avoid somes blacks screen and help somes games to start"
"toggles busy flags after drawing"

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Expand screen widthspecial fixExpand screen width"Shows the full area in Capcom 2D fighters"<Capcom 2D fighting games>

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G4 polygon cachespecial fixG4 Polygon cache"ONLY for FF9 Battle mode ... Yellow Rectangle"
"the yellow character selection rect in battle mode will be displayed"FF9 only

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odd/even bit hackspecial fixodd/even bit hack"needed with epsxe 1.5.2 and older"
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-upsChrono Cross?

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Swap front/back detectionspecial fixSwap front/back detection"Speed freaks, Killer Loop"Speed Freaks
Killer Loop

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Direct frame buffer accessspecial fixDirect framebuffer updates

"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.

FF7
FF8
Persona 2

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disable coord checkspecial fixDisable coord check"Old coord compatibility mode"
disables "detection of weird running wild polygons"
enable "if you are having troubles (missing polygons, for example)"
can assist with chrono cross possiblyChrono Cross?

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Remove blue glitchspecial fixRemove blue glitches"Legend of Dragoon, Alpha Multipass needed"Legend of Dragoon

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Lazy update detectionspecial fixlazy upload detectionfor Dragon Warrior 7 & maybe others – flickering object in text boxes
- text boxes won't get semi-transparent, & bkg will not be animatedDragon Warrior 7

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FF7 cursor fixSpecial fix(created by schtruck) 11.54 update - Fix for MALI400 OpenGL, set 'FF7 cursor fix' from video menu
No more crash, will make working others games that crashed..."
Thus fix may assist other hardware with the battle swirl also Final Fantasy 7

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PEOpS OpenGL Plugin SettingInfo on setting

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resolutionpartialsize of screen; color depth; aspect ratio

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texture handlinghard coded2xSai (need vram) or 'stretched' (needs filtering)

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texture qualityhard coded# of bits per color (more bits, better color, but slower):
- Driver default
- 4 bits
- 5 bits (no alpha multipass option)
- 8 bits

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Bi-linear (texture) filteringpartialStandard & extended (remove black lines), with and without sprite filtering (for text), or with/without sprite smoothing (6 options total)

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Framerate limit / frame skippingyesFramerate skipping – old version skipped every other frame, new version does better checking

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Offscreen Drawingpartialdetect drawings which are outside the front/backbuffer
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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Framebuffer texture
(i.e. “FBT”) (see note below)hard codedTo get whirling screen effects and psx motion blurring:
- 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)

hard codedpsx is reading/moving the already drawn display to make special effects:
- 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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advanced blendingyescan make games look better, can be slow. Good ex: Spyro
“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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alpha multipassyesCan cause black rectangles around objects.
“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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Mask Bityes“to avoid drawing into some parts of the screen”. e.g. Silent Hill
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 finesilent hill

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misc - line modenoA funny mode, just displaying lines

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misc - scan linesnoemulating the display of a TV screen

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misc - Unfiltered framebuffer updatesmaybedisables filtering in mdecs (videos) (makes them faster)

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misc - Force 15 bit framebuffer updatesnofor mdecs (videos) – less colorful, faster rendering

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misc - color ditheringnoIf using 16Bit colors you can enhance shaded objects. Some slowness will be incurred

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misc - screen smoothingnoblur the whole screen so 2D backgrounds will look less pixelated

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misc - disable screen saverno"disable screen saver and power saving modes. not available in Win95/WinNT"

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special game fix-adjust framebuffer accessyesONLY for FF7 battle cursor/battle swirl0001 - epsxe andriod

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special game fix-direct framebuffer updatesyes“speed up for nasty frame upload situations”. Specifically for:
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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special game fix - Ignore Black Brightnessno"fixes black screens in Lunar"
"repair the black screens when entering a house or a menu"0004 - epsxe android

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special game fix - Swap front/back detectionyes"Speed freaks, Killer Loop"0008 - epsxe android

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special game fix - Disable coord checkyes"Old coord compatibility mode"0010 - epsxe android

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special game fix - Remove Blue Glitchesyes"Legend of Dragoon, Alpha Multipass needed"0020 - epsxe android

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special game fix - Mixed Software FB Accessno"Faster FB access on some systems / ATI" GFX cards
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 done4000 - epsxe android

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special game fix - Use PC FPS calculationyes"Better FPS limitation with some games"0080 - epsxe android

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special game fix - Use old frame skippingyes"Skips only every second frame"0100 - epsxe android

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special game fix - G4 Polygon cacheyes"ONLY FF9 battle mode...Yellow rectangle"0200 - epsxe android

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special game fix - Fake subtractive blendingno"Needed by some (buggy) OpenGL ICDs"
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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special game fix - lazy upload detectionyesfor Dragon Warrior 7 specifically (not 100% perfect)0400 - epsxe android

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special game fix - odd/even hack bityes"needed with epsxe 1.5.2 and older"0800 - epsxe android

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special game fix – Expand screen widthyes"Shows the full area in Capcom 2D fighters"1000 - epsxe android

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special game fix – use old texture filteringno"fixes black area with some cards" (GPUs)
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)0002 - epsxe android

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special game fix – special upload detectionyesaddress an issue where there's missing screens in some games for “splash” screen upload detection
_Only_ activate the new fix when you are missing important information screens
Can cause issues (e.g. ChronoCross)2000 - epsxe android

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special game fix – Use low-res FPS timernofor buggy motherboard chipsets0040 - epsxe android

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special game fix – "Fake 'GPU busy' states"yestoggles busy flags after drawing

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To get whirling screen effects and psx motion blurring: combination of framebuffer access and textures:

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framebuffer textures - for special effects
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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Anti-aliasing is a technique for improving spatial resolution at the cost of luminance resolution. Dithering is a technique for improving luminance resolution at the cost of spatial resolution Note that Dithering and Anti-aliasing are opposite functions. Dithering uses spatial resolution to make up for a lack of colours. Anti-aliasing uses colours to make up for a lack of spatial resolution.Full Scene Anti-Aliasing (FSAA) vs line anti-aliasing (or 'point' anti-aliasing). Pete's OpenGL plugin used to do the line anti-aliasing (AA) but it caused slowdowns on most cards so he got rid of it. People that wanted AA had to enable it in the drivers of their GPUs (making it FSAA).

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FPSE use of PEOpS OpenGL driver (2024)

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