juice Posted May 7 Posted May 7 (edited) this is my bat file , where would i put this info thanks, newbie with this stuff @echo off setlocal set "targetFolder=%~dp0cxbxr\reshade-shaders\Textures\SweetFX" del /f /q "%targetFolder%\Layer.png" copy /y "%targetFolder%\OllieKing.png" "%targetFolder%\Layer.png" >nul start "" TeknoParrotUi.exe --profile=OllieKing.xml --startMinimized endlocal Exit Edited May 7 by juice
Arcadeguy781 Posted May 7 Posted May 7 (edited) I wonder if theres a command that you can add that changes it back to all cores automatically? Edited May 7 by Arcadeguy781
animal59 Posted May 7 Posted May 7 (edited) normalement au relancement de l emulateur l utilisation de tout les coeurs se retablie automatiquement si vous lancer pas la commande je supose Edited May 7 by animal59
Arcadeguy781 Posted May 7 Posted May 7 (edited) 1 hour ago, animal59 said: normalement au relancement de l emulateur l utilisation de tout les coeurs se retablie automatiquement si vous lancer pas la commande je supose I totally forgot about that. Im curious if Reaver could add that to the beta.ini file? Edited May 7 by Arcadeguy781
hippopippo Posted May 7 Posted May 7 To test the actual influence of affinity on the cores I compiled 3 different versions that have 1, 2, all cores activated natively so you can test your CPU (possibly Intel) and report : Extract the files into the cxbxr folder of Teknoparrot and USE this version for TESTING purposes ONLY (1 version at a time) 1 Core (CPU 0) https://www.mediafire.com/file/xkubcn3odabu1f7/Release-1.7z/file 2 Cores (CPU 0 + CPU 1) https://www.mediafire.com/file/aju1m5gzlgyzhgg/Release-2.7z/file ALL Cores available https://www.mediafire.com/file/f002vrvatwt6gbz/Release-All.7z/file 4
juice Posted May 8 Posted May 8 here is a bit of feedback with your builds , tp with cbxr normal build ollie king 7 fps tp with cbxr 1 core cpu 0 ollie king 60fps couple of drops tp with cbxr 2 core cpu 0 cpu 1 ollie king 23 fps myspecs i7 3770k win 10 gtx 1050ti tp latest build thanks
hippopippo Posted May 8 Posted May 8 You have not a performing specs but this is good enough to confirm 1 core option is the best choice for cxbx 1
Arcadeguy781 Posted May 8 Posted May 8 So, in process lasso, I should set it to one core for everything or just for Ollie King and WMMT?
Nodoyuna Posted May 8 Posted May 8 (edited) On 5/7/2026 at 8:06 PM, hippopippo said: To test the actual influence of affinity on the cores I compiled 3 different versions that have 1, 2, all cores activated natively so you can test your CPU (possibly Intel) and report : Extract the files into the cxbxr folder of Teknoparrot and USE this version for TESTING purposes ONLY (1 version at a time) 1 Core (CPU 0) https://www.mediafire.com/file/xkubcn3odabu1f7/Release-1.7z/file 2 Cores (CPU 0 + CPU 1) https://www.mediafire.com/file/aju1m5gzlgyzhgg/Release-2.7z/file ALL Cores available https://www.mediafire.com/file/f002vrvatwt6gbz/Release-All.7z/file I only tested WMMT1 and 2 so far and the results are amazing If you saw my messages in TP Discord, I had problems with these two games, as they crash everytime I play them I've just test your builds (only for these two games): 1) Normal TP version: WMMT2 works great. WMMT1 has lots of frame stutter. Both crash 2) Beta#16 version: Same results. No crash 3) Your #1 version (1 core): Both runs fine. No crash. Audio stutters on WMMT1. Car is more difficult to control because of this (I think) 4) Your #2 version (2 cores): Absolutely perfect. No crash. No audio or video stutters. Car control is perfect So, second version is the best for me (2 cores) I will test the rest of the games too, of course I hope this "two cores" version will be applied to the "official" TP version by default Great work, thanks a lot! Edited May 8 by Nodoyuna
Arcadeguy781 Posted May 8 Posted May 8 8 minutes ago, Nodoyuna said: I only tested WMMT1 and 2 so far and the results are amazing If you saw my messages in TP Discord, I had problems with these two games, as they crash everytime I play them I've just test your builds (only for these two games): 1) Normal TP version: WMMT2 works great. WMMT1 has lots of frame stutter. Both crash 2) Beta#16 version: Same results. No crash 3) Your #1 version (1 core): Both runs fine. No crash. Audio stutters on WMMT1. Car is more difficult to control because of this (I think) 4) Your #2 version (2 cores): Absolutely perfect. No crash. No audio or video stutters. Car control is perfect So, second version is the best for me (2 cores) I will test the rest of the games too, of course I hope this "two cores" version will be applied to the "official" TP version by default Great work, thanks a lot! Maybe Reaver will add it to the beta.ini file 1
hippopippo Posted May 8 Posted May 8 2 cores (CPU 0+1) is standard standalone too (old classic) so for some cpu has better performance, but lots of users (90%) reported 1 core version as the winner .. mine is just a test not a definitive solution .. more to come 3
lords Posted May 17 Posted May 17 (edited) Working with the older DXVK: v2.0 Vulcan dll's (Compiled for 32) they seem to work better than the files in cxbxr. so place these next to the cxbx.exe in TP cxbxr folder. they will take over. They also Leave a Log In the cxbxr Folder. It might glitch here and there until it loads and converts the vulcan shader files. check out virtua Cop 3 with these. you will be surprised. Also Ollie King and Outrun. you Can Also Set Your Video In Video settings. HERE Edited May 17 by lords 5
hippopippo Posted May 17 Posted May 17 those are the oldest proton experimental : https://github.com/doitsujin/dxvk/releases/tag/v2.0
S.G.D Posted May 17 Posted May 17 9 hours ago, lords said: Working with the older DXVK: v2.0 Vulcan dll's (Compiled for 32) they seem to work better than the files in cxbxr. so place these next to the cxbx.exe in TP cxbxr folder. they will take over. They also Leave a Log In the cxbxr Folder. It might glitch here and there until it loads and converts the vulcan shader files. check out virtua Cop 3 with these. you will be surprised. Also Ollie King and Outrun. you Can Also Set Your Video In Video settings. HERE 👍 1
RetrnArcGamer35 Posted May 18 Posted May 18 (edited) crazy taxi high rollers is somewhat playable on the other stages with those .dlls but still have the graphical issues. i was actually shocked im like no way. lol Edited May 18 by RetrnArcGamer35
lords Posted May 18 Posted May 18 (edited) 2 hours ago, RetrnArcGamer35 said: crazy taxi high rollers is somewhat playable on the other stages with those .dlls but still have the graphical issues. i was actually shocked im like no way. lol Thanks. you can also do the CPU trick. to get rid of graphical errors .Worked in outrun for me. didn't try Crazy taxi as of yet with the CPU trick. I was just to happy that it was playable. Ollie king was slow on San Francisco, but worked good on London. with small graphical stuff.(fastest i seen it yet). lol Edited May 18 by lords 1
hippopippo Posted May 18 Posted May 18 While waiting for the dx9 -> dx11 porting to be completed, I have reworked and compiled this d3d9.dll which should bring improvements in shader rendering by having integrated the non-native refresh rate emulation option. Place it inside cxbx folder & have fun. https://www.mediafire.com/file/bik5856ix7u7sfq/d3d9-dxvk.zip/file 13
hippopippo Posted May 19 Posted May 19 The beast is back ! Silently but steadily the development of this increasingly powerful emulator continues . . . - Experimental DX11 standalone porting - New Backend_D3D11_PixelShader - New Backend_D3D11_VertexShader - Totally reworked nv2a refactor - PRAMDAC FP_HDISPLAY_END / FP_VDISPLAY_END as the definitive reference for the Xbox display resolution - 60 fps rocking stable ... many more to come ! Here's Virtua Cop 3 in action with full D3D11 backend code (pixel/vertex shader management, JIT selection, interpreter state upload) : 11
Arcadeguy781 Posted May 19 Posted May 19 3 hours ago, hippopippo said: The beast is back ! Silently but steadily the development of this increasingly powerful emulator continues . . . - Experimental DX11 standalone porting - New Backend_D3D11_PixelShader - New Backend_D3D11_VertexShader - Totally reworked nv2a refactor - PRAMDAC FP_HDISPLAY_END / FP_VDISPLAY_END as the definitive reference for the Xbox display resolution - 60 fps rocking stable ... many more to come ! Here's Virtua Cop 3 in action with full D3D11 backend code (pixel/vertex shader management, JIT selection, interpreter state upload) : Are you able to share the DX11.dll file you have, or is it still being worked on?
hippopippo Posted May 19 Posted May 19 it's not "a dll" but it's the whole emulator that I rebuilt and yes, it's wip 6
lords Posted May 19 Posted May 19 (edited) Vcop3 and hotd3, are the least of the issues. plus both are ported non Chihiro also.lol 5% issues. comparing them to the ones that glitch right off the bat plus the pixel/shader loss. crazy taxi high roller.gundam.P then we are seeing something. lol Great updates. but, just saying. Edited May 21 by lords
Arcadeguy781 Posted May 20 Posted May 20 On 5/19/2026 at 3:35 PM, lords said: Vcop3 and hotd3, are the least of the issues. plus both are ported non Chihiro also.lol 5% issues. comparing them to the ones that glitch right off the bat plus the pixel/shader loss. crazy taxi high roller.gundam.P then we are seeing something. lol Good Jpy. but, just saying. CT3's issues probably can't be fixed with this dx9.dll plugin.
lords Posted May 20 Posted May 20 (edited) 14 minutes ago, Arcadeguy781 said: CT3's issues probably can't be fixed with this dx9.dll plugin. That was the whole reason for the dll's. you get that kind of a circle with the seconds counting. only thing missing is crosshairs. (which you can setup with reshade and overlays. Need to see in them other games to stop the ."vertex explosion," "spiking," . which dx9, and vulcan can't do. i call it, puppet strings. not a vsync issue either. Awesome stuff.Btw hippopippo. ) Edited May 20 by lords
joefish Posted May 21 Posted May 21 15 hours ago, lords said: only thing missing is crosshairs. (which you can setup with reshade and overlays. can you explain how pls ?
lords Posted May 21 Posted May 21 (edited) 8 hours ago, joefish said: can you explain how pls ? This will give you a start. to much to explain. sorry not the only thing to use. here you go. Reshade you can get started from here. plus do search for more. or here will get you started. Sinden and Demulshooter Edited May 21 by lords
joefish Posted May 22 Posted May 22 7 hours ago, lords said: This will give you a start. to much to explain. sorry not the only thing to use. here you go. Reshade you can get started from here. plus do search for more. or here will get you started. Sinden and Demulshooter reshade adds a centered crosshair suitable for fps games like counter-strike but not a dynamic crosshair that following input. demulshooter is able to remove crosshair and never had an option for adding it.
lords Posted May 26 Posted May 26 (edited) =====================================WARNING MY GIFT +++++++++++++++++++++++++++++++++++++++ I wrote a serious hotkey script .you can only use it in Fullscreen Window TP (Chihiro) Shooting games or TP borderless Windows games. I call it IFollow.I think this is well Needed!. It's Dynamic and took some doing but i think i got it. as long as you don't use Absolute fullscreen. or any other kind of Fullscreen Launch IFollow from anywhere Then load TP and the game. When you Exit or ALT TAB out of a game it closes It waits for cxbxr-ldr.exe and then overlays, and shows a small red X in-games. I wouldn't suggest changing this as you don't need to worry as to where it is at. the .ahk looks for it by name, not Hard Drive location. and is the right file for TP and cxbx. It's has to run in Admin mode, which is Auto set when you launch it. It's best to set TP Chihiro Games settings display to Window. then after the game loads hit F10 To go fullscreen. Sometimes it minimizes to taskbar. if it does click it back open. Still Testing. but we have a controllable Crosshair. files or data are neither encrypted nor compiled. It's all some serious .ahk I had to make it universal to any Video AMD,intel or Nvidia. F4 To Close to Background. F4 to open from Background. Ifollow will close after the game ends, or if you X out of it. You can change the color of this X and you can change the Size. So far it even checks to see what Video Res and X and Y your running at, to adjust it. ) tracts of X,Y Movements in game with prelocated tracing Locations. With Cursor/Crosshair Might add cursor key up,down,left,right. to do a 4 Pixel Coarse adjustment or a 2 Pixel Fine adjustment. later Happy shooting. Update From Last Version. Added small Menu for size and color. IFollowF.ahk Edited June 9 by lords 5
fire10 Posted May 27 Posted May 27 (edited) Sorry guys am I being a complete numbty, keep getting this error, does anyone know how to fix it. @hippopippo any ideas on this mate, many thanks. Edited May 27 by fire10 Added a user
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