效果最好(也是配置要求最BT)的PS模拟器插件Pete's OpenGL2更新到了2.8版,各位如果对自己的电脑有信心的话强烈推荐一试!
到底是2.8还是2.08...这个大家就不要深究了,就当它们是一样的吧

 December, 2005    Version 2.08
- trickyfree suggested on my messageboard to have some different types 
  of the display stretching. Ok, done: beside the old "full screen 
  stretching" and "keep psx aspect ratio" modes, I've added two more 
  ways to stretch the psx display to your screen.
- ShadX and guest(r) are still doing amazing full screen shaders for
  the OGL2 plugin. Therefore you can find many shaders in the 
  messageboard section of my site (
http://www.pbernert.com). To make
  the shaders somewhat faster, they suggested to get additional pre-
  calculated values from the plugin. Done. Now the "OGL2InvSize" 
  uniform is available for new GLslang shaders... let' em coming :)
- Well, I have got a Geforce 6800 Ultra card over half a year ago, and 
  while trying to make this baby sweat, I've added an "Ultra high" 
  internal Y resolution mode. If you want to activate this, you will need
  a card with 4096x4096 texture size support (newer NV cards or ATI's 
  1XXXX ones), and 256 MB vram is also recommended. By the way: 
  the rendering speed will still be very high with this new setting, 
  but psx framebuffer effects can now last a couple of seconds (!!!).
  Therefore this "ultra" resolution is not really usable with psx games 
  which are doing much FB effects. You are warned :)
- In july 2003 I've started this PSX OGL2 plugin. Basic idea: don't map
  the psx drawing commands on-the-fly to the PC's gfx card's backbuffer 
  (like my Standard OGL and D3D plugins are doing it), but to create a 
  offscreen buffer in the same size as the real PSX GPU vram (or a 
  multiple of it), and draw into that buffer. Well, by this time the 
  only way to do this was to use "P-buffers" in OpenGL, and yeah, I got 
  it to work nicely. 
  Much later (spring 2005) a nicer way to handle offscreen buffers were 
  added to the OpenGL specifications, called "framebuffer objects".
  FBOs promise a better speed, and are easier to handle than the clumsy
  P-buffers, so I finally decided to add them in my plugin as well.
  You can change the render mode in the plugin config, if you are looking
  for some more speed, but to be honest: on my system every PSX game 
  runs like mad (without frame limitation), so I cannot tell if FBOs
  are really faster. You have to try it yourself...  
"The leading horse is white,
 the second horse is red,
 the third one is a black,
 the last one is a green."
- "The Four Horsemen" by Aphrodite's Child 
官方主页:
http://www.pbernert.com/本地下载:
http://www.chinaemu.org/emu/html/55/soft_812.html[ 此贴被lzsgodmax在2005-12-30 15:29重新编辑 ]