Fpse for Android News

nordikwolf
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Re: Fpse for Android Discussion/Feedback

Postby nordikwolf » Fri Oct 17, 2014 4:11 pm

Ok reporting back. I waited some minutes, installed CPU No-Frills to manipulate the frequencies and the good speed is back! And waiting for your new version, FPse is for sure the best emulator for Android now! :D

nonsaprei
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Re: Fpse for Android Discussion/Feedback

Postby nonsaprei » Fri Oct 17, 2014 7:50 pm

schtruck wrote:you can just create 4 multi buttons, one for each directory to emulate the Dpad and position them like the DPad where you want .


uhm, I can't find how to do that. I go to settings/gamepad/ and then? if I go in "multi touch" it makes me bind the hardware buttons.
also, ape escape doesn't need the dpad, it needs the four "shape buttons", the analogs and the shoulder buttons, but I guess I can do what you said with the shape ones, too.

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schtruck
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Re: Fpse for Android Discussion/Feedback

Postby schtruck » Sat Oct 18, 2014 10:16 am

Just Pushed FPse 0.11.10 to market:

FPse 0.11.150:
- Fix for some CPUS

Tegra 1 and 2 processor support was broekn as well as somes other chinese cpus

In add i have fixed the SoftHD bug reported (i rolled back optimisations done for it, i'll improve them for next version by adding neon instructions support instead of DSP instructions)

i have fixed the ADD Manually iso feature and normaly FPse should be a bit faster for low end devices.

Tand
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Re: Fpse for Android Discussion/Feedback

Postby Tand » Sat Oct 18, 2014 10:38 am

Hi, please help me, whether this smartphones can run games at full speed and stable with the OpenGL plugin in Maximum Quality?

1) Lenovo Vibe Z2 Pro (2560x1440 pixels, Qualcomm MSM8974AC Snapdragon 801, Adreno 330)

2) Meizu MX4 (1920x1152 pixels, MediaTek MT6595, PowerVR G6200 MP4)

3) OnePlus One (1920x1080 pixels, Qualcomm MSM8974AC Snapdragon 801, Adreno 330)

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schtruck
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Re: Fpse for Android Discussion/Feedback

Postby schtruck » Sat Oct 18, 2014 11:04 am

i'd say the Meizu, but as i never had feedback on it...

nordikwolf
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Re: Fpse for Android Discussion/Feedback

Postby nordikwolf » Sat Oct 18, 2014 6:26 pm

.150 is nice, I liked it, more stable, and still very fast. But I'm looking forward to the next version with more improvements in HD Soft.

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Re: Fpse for Android Discussion/Feedback

Postby Tand » Sun Oct 19, 2014 8:07 am

schtruck
Ok, thanks, i choose Full HD 5.5" smartphone for FPse. :) I read forum and my conclusion:

Resolution: 1920x1080

CPU: 4 cores, 2GHz, Exynos or MediaTek, but not Intel Atom and Qualcomm.

GPU:
1) Tegra 4, Tegra K1 - Best choice, but phones not available.
2) PowerVR G6200 & higher - Very Good choice, a few devices.
3) Mali-T628 & higher - Good choice, many devices.
4) Adreno 320/330- Bad choice, a lot of devices.
5) Intel HD Graphics - Very bad choice, a few devices.

This is correct? :roll:

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schtruck
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Re: Fpse for Android Discussion/Feedback

Postby schtruck » Sun Oct 19, 2014 5:22 pm

Malit628mp6 yes but not for fullhd it s too limit...

The better is s805 but phone must stay cold or cheaper and surely better result is mediatek mt6595

nordikwolf
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Re: Fpse for Android Discussion/Feedback

Postby nordikwolf » Mon Oct 20, 2014 4:21 pm

Considerations about .150 in OpenGL mode:

-blood pools after killing zombies in Resident Evil 2 and 3 are missing,;
-using texture filtering, there are strange and ugly black outlines around some objects and transverse black lines in menu;
-if I turn Alpha Multipass on, these outlines are gone, but more textures are missing.

Here are some images;
Attachments
Screenshot_2014-10-20-13-44-26.png
Screenshot_2014-10-20-13-44-26.png (1.2 MiB) Viewed 12182 times

Q8-V08
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Re: Fpse for Android Discussion/Feedback

Postby Q8-V08 » Tue Oct 21, 2014 3:00 am

^ Water isn't shown in opengl either, I believe tomb raider has the same problem, with software it appears as a black cloud smoke rather than clear water which isn't correct either.

The background overlay masks also don't match the clut/colour palette of the 2d backgrounds, irc both should be 16bit, whilst only str streams are 24bit, if you look at the edges / corners of walls you'll notice the colour mismatch in the overlay masks vs the actual wall.

You can use the following tool to check the bit depth of textures from vram dumps

Code: Select all

http://www.the-horror.com/forums/showthread.php?9548-Some-cool-1-5-exclusive-screenshots-(**3000-Facebookings-and-one-Q-amp-A!**)&p=257901&viewfull=1#post257901


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