• Need Ideal Config. 4 ePSXe w/ Nikk's NextGL 1.12 Plugin •

Talk about Kojima's hard sci-fi masterpiece.
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adamjgon
Posts: 26
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Favorite Game: cod:w@w
Kojima games owned: mgs
snatcher

• Need Ideal Config. 4 ePSXe w/ Nikk's NextGL 1.12 Plugin •

Post by adamjgon »

• Need Ideal Config. 4 ePSXe w/ Nikk's NextGL 1.12 Plugin •



The other graphic pluggins will not work for the life of me but this one does.

however, i'm not sure if i've got everything configured correctly. For the most part, the game & sound run pretty well, but there are moments when the sound seems to lag, becomes choppy, moves out of sync, or becomes mute. if you could help me out, i would love that, thanks! - a.j.g




*this is what i d/l:

ePSXe v1.7.0
http://www.epsxe.com/download.php

Sound Plugins - Pete's DSound Audio Driver 1.15
CD Plugins - Xeven's CDR Plugin 0.93
Graphics Plugins - Nikk's NextGL 1.12

http://www.emulator-zone.com/doc.php/ps ... tools.html
Last edited by adamjgon on Sun Aug 02, 2009 1:23 pm, edited 5 times in total.
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adamjgon
Posts: 26
Joined: Mon Jul 27, 2009 2:58 am
Favorite Game: cod:w@w
Kojima games owned: mgs
snatcher

Re: • Need Ideal Config. 4 ePSXe w/ Nikk's NextGL 1.12 Plugin •

Post by adamjgon »

************my configurations 4 ePSXe************


|BIOS|
_ SCPH1000 - JAP
_ SCPH1001 - USA
_ Scph5500 - JAP
_ SCPH5502 - PAL
X SCPH7000 - JAP
_ SCPH7001 - USA
_ SCPH7003 - PAL
_ SCPH9002 - PAL



|VIDEO - Nikk's NextGL 1.12|
*Emulation Options (not sure what to chose: short or long?)
X DMA chain fix
_ Short
X Long
X Emulate mask bit

*Frame Limiting (i must chose this option or the game moves too fast)
X Enable frame limiting
Frame Limit (60) Hz
X Automatic frame limiting

*Screen settings
_ 320 x 200 [Resolution]
_ 320 x 240
X 640 x 480
_ 800 x 600
_ 1024 x 768

_ 16 bpp [Color depth]
X 32 bpp

X Full screen [other settings]
_ Show fps

_ Scanlines [Scanlines]
X Normal
_ Double
_ Screen writes only

_ TGA [Screen shot format]
_ BMP
X PCX

*Texture cache settings (i get problems if i don't pick 32-bit)
X Enable texture caching

X Minimum [Cache size]
_ Normal
_ Large
_ Huge

X 32-bit [Texture page depth]
_ 16-bit and 2xSal
_ 16-bit
_ 8-bit no palette
_ Palettized

_ Disable update on move [Advanced settings]

X None [Texture filter mode]
_ Bilinear
_ High quality bilinear

X Fast [Texture alignment mode]
_ None
_ Best

*Screen filtration
_ Enable screen filtration

X Post bilinear filtering [Enable screen filtration]
_ Fast motion blur
_ Slow motion blur
Last edited by adamjgon on Fri Jul 31, 2009 11:47 pm, edited 2 times in total.
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adamjgon
Posts: 26
Joined: Mon Jul 27, 2009 2:58 am
Favorite Game: cod:w@w
Kojima games owned: mgs
snatcher

Re: • Need Ideal Config. 4 ePSXe w/ Nikk's NextGL 1.12 Plugin •

Post by adamjgon »

NextGPU mini configuration guide 1.1
6/29/2002
-----------------------------------------------------------------------
For a detailed guide (with pictures) check out the configuration guides
at psxfanatics.com's support section!
-----------------------------------------------------------------------

This guide is supposed to explain some ambiguous terms used in the
configuration and is not a full guide! Check out the plugin guides at
PSXFanatics.com's support section, or you can ask for help either at
emuforums.com or by e-mailing me.

1.) Screen settings
-> Scanlines:
1.) Normal - Puts scanlines over the entire screen before displaying
it.
2.) Double - Like the normal mode, only the scanlines are twice as
thick.
3.) Screen writes only - Only puts scanlines over MDECs, etc.

-> Screen shot format: Selects the format that will be used when writing
screen shots.

1.) TGA - (Targa Truevision) This is the default. Supports 16 and 24
bit formats as well as RLE compression.
2.) BMP - (Windows Bitmap) Doesn't use any RLE compression, but
supports 16 and 24 bit color formats.
3.) PCX - (ZSoft Paintbrush) Uses RLE compression, but only supports
24 bit color formats.

3.) Emulation options -
-> DMA chain fix - The long DMA chain fix is enabled by default. This will
fix problems in games like Tekken 3 or Metal Slug X.
(Usually the short DMA chain fix is recommended.)
-> Data access - This feature will be explained once it's enabled.
-> Emulate mask bit - Enabled by default. Masks are used in games like
Silent Hill or Chrono Cross. There's no noticable
performance loss when this is enabled.

4.) Texture cache - The texture cache is enabled by default and the texture
type is set to palettized by default.
-> Cache size - There will be one or more options in the list that will
allow you to adjust the size of the cache. The amount of
memory required is displayed under the list box. It's
recommended that you use a setting that's in between the
lowest and the highest options that are available. Using the
lowest cache size can sometimes result in poor performance,
but you should experiment to see what gives you the best
results.
-> Texture page depth - It's recommended that you use palettized textures
if you video card supports them. These are the most
compatiable, and in the case of games like Spyro
which make heavy use of palettized textures,
palettized textures can also be the fastest and
easiest on your memory.

32-bit page depth - This appears to give the best
performance for non palettized textures, but
it also eats up memory a lot faster than using
a 16-bit page depth.

16-bit and 2xSaI - This is a special texture mode
which will smooth out the images through means
of a special filtering process. Be aware that
this mode is not as fast as regular 16-bit
textures and uses up a bit more memory. This
mode also doesn't currently support any of the
more advanced semi transparency modes that
the other texturing modes do.

16-bit page depth - This is similiar to using a
32-bit page depth, only it doesn't use as
much memory :)

8-bit page depth - This is similiar to using a
16-bit page depth, only it doesn't use as
much memory, doesn't have an alpha channel,
and ususally doesn't look so great.

Palettized - This is the most compatiable texture
type that's available. It supports CLUT
palette cycling unlike the true color textures
and is almost essential in games like Spyro
for good performance.

-> Disable update on move - This is enabled by default. When this option
is not enabled, everytime there's a VRAM to VRAM data move, the
texture cache will check to see if anything has changed and update
textures if needed. Enabling this option will give a noticable
performance boost on lower end systems, but it will also disable
some game features like "blinking" in Chrono Cross battles
or Tekken 3.

-> Texture filter mode - Turning this on will make the textures appear
smoother than they would by default. Just keep in mind that by
turning this feature on, although somethings will look nicer,
you might still encounter some minor graphical errors. Also note
that for all texture modes besides 2xSaI and palettized both
"Bilinear" and "High quality bilinear" have different effects.
For example, high quality bilinear will remove more black borders
than bilinear but may take more time to process. For palettized and
2xSaI using either filtering option besides "none" will give plain
bilinear filtering without any extra adjustments. In the future
this will change so that all texture modes can benefit from less of
the black border problem.

-> Texture alignment mode - This only affects how textures look when either
a filtering mode other than "none" is selected or 2xSaI textures
are being used. The default option is "fast," but I have noticed
that for polygon texture alignment in most cases, "best" seems to
fix a lot of alignment problems that often occur when texture
filtering is enabled. You should experiment to see which alignment
mode gives the best results!

5.) Screen filtration - Disabled by default.
In order to use this feature, your video card must support textures larger
than 256x256. This excludes earlier VooDoos (such as the VooDoo 2.)

-> Post bilinear filtering - This will apply bilinear filtering to every
frame before it's displayed. Not as good as
bilinear filtering per texture in some cases,
but it can look better (no texture misalignment
for example.)
-> Fast motion blur - This will apply a motion blur effect to everything
that's displayed when this is enabled.
-> Slow motion blur - This is like fast motion blur, only it leaves longer
trails and more artifacts.
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slowbeef
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Re: • Need Ideal Config. 4 ePSXe w/ Nikk's NextGL 1.12 Plugin •

Post by slowbeef »

I guess so you know:

- The end credits are confirmed working with the e}i{ video plugin.
- I personally tend to use P.E.Op.S. 11.3 video plugin

I found the credits won't show up at all with DirectX/OpenGL plugins.
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