Joined: 4/17/2010
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I don't understand. Give a snapshot.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Joined: 4/17/2010
Posts: 11475
Location: Lake Chargoggagoggmanchauggagoggchaubunagungamaugg
Oh, ability to switch plugins? Nah, I replaced all callbacks, and I'm not a coding pro to do things right, when dealing with dll interface and stuff, since it's no longer dll in PSXjin. I don't see problems with just using 2 executionals.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Joined: 10/12/2011
Posts: 6438
Location: The land down under.
I talked to a few Crash runners that saw the update and they didn't like that update due to what's missing in some areas.
They say the concept was good but what's not there kinda kills it.
(They were fine with everything but like me the planks on the bridge are needed as it is part of the level and it shouldn't be translucent)
Plus even you mentioned this:
That's why I think an ability to switch the video plugins is better than having an OpenGL which isn't up to date.
Can you get someone else to create this if you're not confident in your coding.
Please, feos. Something to switch where someone else has provided the resource is better than using what someone has provided but has stuff missing.
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Joined: 4/17/2010
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I honestly don't understand. Are they going to switch plugins for certain areas only? If not, there's always a regular build. Also, if they want quality, let them play the damn thing in PCSX :D Am I still missing something?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Joined: 10/12/2011
Posts: 6438
Location: The land down under.
So, OpenGL for Crash Bandicoot on PSXjin was for nothing but pointless shit.
I'm stating this now because I think it's funny. It's to be able to keep a constant one like you do for PCSX-rr and ePSXe, who in the world would constantly keep switching VIDEO PLUGINS out in a middle of a playback? I thought you did PCSX-rr before did you forget how to use that? (rhetorical and sarcastic)
Because you're bring up the regular build in that post.
Was there even a point to do an OpenGL build in the first place for PSXjin? Without even thinking about the proper ways to tweak OpenGL PSXjin instead of leaving it half done (I'm talking about PSXjin NOT the video plguin).
Was it because you wanted to show some concept but didn't want to bounce of ideas.
You're not wanting to get assistance from somebody else to incorporate something which will benefit all and future encodes for PSXjin before PSHawk comes out (or to do yourself).
Or to oppose that thought. You're not doing an update to something like that because PSHawk is coming out.
STOP BEING CRYPTIC. If you're CRYPTIC write to your hearts content explaining everything, space it out if you have to. THAT is how you expand a cryptic idiom even if no one gets it you can still try and formulate your ideas and your thoughts mush it all together and make it all clear.
No, seriously don't bring up PCSX-rr that thing is easy and straight forward to encode/publish with.
Oh and to talk about one of my points about... "Why in the bloody world you would switch video plugins you stupid idiot".
The only time you would need to switch for PCSX-rr WAS FOR THE AUDIO.
Crash Bandicoot 2: If the audio doesn't switch at the end you won't be sent to the credits.
Spyro Ripto's Rage: Dialogue drops out (just like psxjin version)
I could probably bring up more games but I don't want to investigate AUDIO of all things.
feos seriously add a thing to be able to select between plugins if you want to continue doing OpenGL for PSXjin.
DO NOT BRING UP PCSX-RR IN YOUR RESPONSE POST.
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Joined: 4/17/2010
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The point was being able to anti-alias psxjin tases. All the rest of your post makes little sense to me (still). But I'm not adding a feature that was deliberately nuked out by the authors.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Joined: 10/12/2011
Posts: 6438
Location: The land down under.
How's about adding a thing within TASVideos to check the rank of the user? (We pull a TASvideos Pro on them)
Or hand it out like candy via pm to users who would still do psxjin.
It's annoying but simple to avoid the author. Authors tend to make more mistakes sometimes.
Only the silly authors would do something like that... yes I'm kinda pointing out PCSX-rr while stating that.
Anyways it's probably going to be nuked in PSHawk.
I would like to see one which did have the option though even if I could use it in secret to the authors.
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What GPU plugin was PShawk going to use anyway? Is it possible to grab the picture from the one that isn't written to send it?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Joined: 4/17/2010
Posts: 11475
Location: Lake Chargoggagoggmanchauggagoggchaubunagungamaugg
I've just found out that Pete's OpenGL plugins (both) automatically apply some kind of true antialiasing no matter what resolution you use. So even at 1x, polygons look way better than with soft plugins.
Then, I tried bilinear downscaling once again, and at least how avisynth does it, lanczos is in all terms better than bilinear.
Finally, it doesn't matter for SD what resolution you downscale from, polygins look the same as at 1x. But sprites look sharper at 1x. So it does make sense to dump at 1x with Pete's plugins for SD and at any hires you can afford for HD (old OpenGL seems to have tearing glitches when not using integral factors though).
To clarify, previously I thought antialiasing is when one simply increases internal resolution. But it appears that these 2 options can be divided: true multisampling is when whatever resolution you use gets rendered at way higher resolution and then then downscaled for you so that you don't see any saw on polygons, while increasing internal res simple renders at that res and that's it. Then there's anisotropic filtering for objects that are far away. Dolphin combines all of those, and it's tremendous! Pete's OpenGL plugins do the first 2. Desmume hires increases rendering res and has an option to additionally antialias it. Not sure about mupen. OctoShock has neither!
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.