Kumpulan soal ipa kelas 3 sd. (ARB shaders files are 'gpuPeteOGL2.fp' and 'gpuPeteOGL2.vp'. In a opengl 'pbuffer' program you can specify if you want to 'copy' the. I'm trying to use the ARB Program shader as shown in the screenshot, but ePSXe can't find it. I've downloaded a bunch of the shaders from the forum post and Pete's site and placed them into a subfolder named 'Shaders' within the Plugins folder and had ePSXe set it as the default shader location. Does ePSXe search subfolders or do I have to put them all in one folder? About my video card, it's a 9800 GT with 512 mb of memory, so it should support these shaders - unless ARB Program is an ATI only thing. EDIT: Got it working, ePSXe won't search the subfolders since a lot of the files have the same filenames. A mod can delete this. Pete's Plugins to the Rescue Configuring ePSXe and all the plugins that go along with it is more of an art than a science in some regards. Fortunately, there is a section of the ePSXe help file that has suggestions on where to start with settings for certain games. In the end, though, optimum image quality and performance only come from experimentation. In choosing the plugins for our system, we wanted only the best. ![]() ![]() Everywhere we looked, we saw references to Pete Bernert and his PSX plugins. After taking a look at and playing around with some of the plugins he had created, we were convinced. Aside from writing high quality plugins, Pete is also a very cool guy and he had a lot of useful advice for us when we let him know that we would be tackling the issue of emulator benchmarking. These are the settings that we specified in testing using Pete's OpenGL2 Plugin. When we first took a look at Pete's OpenGL2 graphics plugin, we wanted to turn everything on, set to maximum and see what happened. Honestly, this isn't a good way to get anything useful done when working with an emulator. In fact, if all the different filtering options are enabled at the same time, what comes out is a blurry, fuzzy, nasty mess. In our quest for perfection, we humbly turned everything off and went through all the options one by one, slowly cranking up the settings and checking what effect they had on the two games that we would eventually end up testing with. Happily enough, we discovered that not everything needs to be turned on in order to end up with an indistinguishable rendering of either Final Fantasy IX or Gran Turismo 2. In order to limit the number of variables we were testing, we decided to stick with one list of settings that worked for both games (as shown above). Here's a brief rundown of what some of the settings in Pete's OpenGL2 plugin do: Internal X/Y resolution - This setting has the single largest impact on standard image quality that we saw. Native PlayStation resolution is very low and unless this setting is on high, images will be very pixilated and not very detailed. There are also very high settings which don't work on many cards, and really don't add as much as the step up from native resolutions to high resolutions. Texture filtering - This setting determines what kind of filtering to do on different types textures. Adding texture filtering to 3D textures really helps, but since we are applying a full screen blur filter, the 2D filtering would just make things look fuzzier than we would like. Hi-Res Textures - We can either choose 'none', '2xSaI' or 'stretched' here. 2xSaI is a popular filter for SNES emulators and works really well to smooth things out without introducing any blur.
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