Fpse for Android News

gg141717
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Re: Fpse for Android Discussion/Feedback

Postby gg141717 » Wed May 14, 2014 9:58 am

schtruck wrote:i'm preparing a new version i should release in 1 or 2 days, this one will bring a new opengl plugin , much faster, and much smoother, even when framskipping is set.


Good news! Send you a PM.

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schtruck
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Re: Fpse for Android Discussion/Feedback

Postby schtruck » Thu May 15, 2014 5:06 am

i just pushed a new beta of FPse for beta testers,

FPse 0.11.134.2:
- Added new shaders 5xbR and 4XHQ
- New OpenGL plugin, much more optimized, faster and more compatible
- Fixed L2 and R2 mapping on shield


as you will notice opengl plugin run much better and is more compatible, IE tombraider series, set offscreen drawing and alpha blending and emulation is perfect!
No more big slowdown on MGS , into the water etc..

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starforce
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Re: Fpse for Android Discussion/Feedback

Postby starforce » Fri May 16, 2014 10:01 am

Hey I have a problem with the ouya version.

I can not change the buttons mapping on the current version.
Also how do you use start/select again? Did not used it for a while I know it was something with the touch pad.

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schtruck
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Re: Fpse for Android Discussion/Feedback

Postby schtruck » Fri May 16, 2014 1:16 pm

Just pushed the new version to the market!

FPse 0.11.134:
- Added new shaders 5xbR and 4XHQ
- Shaders can now be changed while playing games
- Fixed L2 and R2 mapping on shield
- New OpenGL plugin, much more optimized, faster and more compatible

THanks for your feedbacks.


Remember that somes shaders will give better result without screen filtering . 4XHQ for example.

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Re: Fpse for Android Discussion/Feedback

Postby thefitz » Fri May 16, 2014 3:12 pm

Thanks Schtruck, excellent that you can change shaders on the fly.

The new shaders run really slow on my Note 2, but look great. It'll be amazing with more powerful devices. Frankly, I think software 4x/FXAA shader/screen filtering is hard to beat overall, but I'll tinker with the OpenGL plugin later.

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Re: Fpse for Android Discussion/Feedback

Postby IDSG » Fri May 16, 2014 9:14 pm

schtruck wrote:Just pushed the new version to the market!
- New OpenGL plugin, much more optimized, faster and more compatible


Nice job schtruck, to use this new OpenGL plugin has to be selected the normal OpenGL plugin or the Experimental one?

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Re: Fpse for Android Discussion/Feedback

Postby Q8-V08 » Sat May 17, 2014 1:20 am

4xHQ looks bloody awful imo it blurs everything to buggery.
FXAA looks the best but still looks like it's running in lower resolution compared to OpenGL, the other shaders have ringing http://en.m.wikipedia.org/wiki/Ringing_artifacts#JPEG

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starforce
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Re: Fpse for Android Discussion/Feedback

Postby starforce » Sat May 17, 2014 3:26 pm

schtruck wrote:Just pushed the new version to the market!

FPse 0.11.134:
- Added new shaders 5xbR and 4XHQ
- Shaders can now be changed while playing games
- Fixed L2 and R2 mapping on shield
- New OpenGL plugin, much more optimized, faster and more compatible

THanks for your feedbacks.


Remember that somes shaders will give better result without screen filtering . 4XHQ for example.

Update the Ouya aswell please.

4xhq looks great :D

gg141717
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Re: Fpse for Android Discussion/Feedback

Postby gg141717 » Sat May 17, 2014 8:27 pm

Hi Schtruck,

L2 & R2 still don't map properly on moga pro. Sometimes they work but sometimes they unmap for no reason and can't be mapped again. This happens in metal gear solid after loading screen.

Also, Blood Omen Legacy of Kain does not function properly, game runs smooth but menu on right is not rendered properly, in software hd and open gl mode.
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Sentinel
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Re: Fpse for Android Discussion/Feedback

Postby Sentinel » Sun May 18, 2014 7:22 pm

How get rid off "black water" problem in Tomb Raider II on newest opengl plugin?


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