Understanding FPSE and PEOpS OpenGL-GPU plugin consideration
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bluezeak
Guru
Joined: Fri Feb 03, 2012 10:04 am Posts: 673
Primary Device: motorola bionic
Operating System: Android 2.3.4
ROM: stock
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 Re: Understanding FPSE and PEOpS OpenGL-GPU plugin considera
I've updated the main post in this thread with info from the 11.35 update. Has anyone seen any difference with the special fixes??? Also, getting FF7 to work better with "adjust framebuffer access"? I haven't done too much testing but here's what I've seen: - FF8 - "Direct frame buffer access" - this did fix the slowdown I had with the opening video (initial video / credits, prior to new game / load game screen). It was 30 fps for me. With this - 60. But ... but it also broke the video such that I only had a black screen. boo. Previously (see page 12 of the FF8 game specific thread) I did a bunch of testing of the opengl plugin on my laptop and compared it to my phone. I remember having this same issue on my laptop, but I don't know what I did to fix it. - FF9 - "G4 polygon cache" - very very sadyly, I didn't see any difference. I wasn't sure what to look for though. I would need to go back through the release notes to get more info on what it does. I know there's a yellow tirangle over the characters heads, but i saw no difference with it. I thought it would have something to do with the battle swirl, but ... maybe it will work for someone else... - [u]FF7 - "adjust framebuffer access" - does nothing for me. going back through the FF7 game specific thread, it looks like it doesn't work for others either.
that's really all I've tested so far. I encourage others to post their results as well! update - I read that ff9 had an issue with "polygons which were drawn on top of mdecs looked upsidedown ... fixed by enabling mask bit". Well, I tried that - and BAM - back to the 11.30 problems - slow as crap with various graphic distortions (colored lines around texte boxes / other). I don't remember mask bit doing that before. It turned the triangle in battles while (which I don't think it's supposed to do) and finally .... the G4 polygon fix didn't help. So ... i don't know what to think. If the mask bit did all that before, then ... this tells me nothing. If it didn't do all that before, then this is an issue I think with schtrucks wrapper he's using now.
_________________ FPSE OpenGL info - click here
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| Wed Sep 05, 2012 7:43 am |
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bluezeak
Guru
Joined: Fri Feb 03, 2012 10:04 am Posts: 673
Primary Device: motorola bionic
Operating System: Android 2.3.4
ROM: stock
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 Re: Understanding FPSE and PEOpS OpenGL-GPU plugin considera
I updated the main post, primarily with some user experience with chainfire3d. www.fpsece.net/forum2/viewtopic.php?f=3 ... 822#p29822I also cleaned it up a little. The post is so big, but I think it has good information. Maybe I should make it more like a table of contents with links to other posts.
_________________ FPSE OpenGL info - click here
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| Thu Sep 06, 2012 7:20 am |
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Snakeblizkin
Junior Member
Joined: Fri Jul 20, 2012 7:43 am Posts: 9
Primary Device: Galaxy S2
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 Re: Understanding FPSE and PEOpS OpenGL-GPU plugin considera
Hey, there have been several patches the last days.
Can anybody explain me the new Video options? What do they do, what are they god for?
G4 polygon cache Odd/even bit hack swap front/back detection direct frame buffer access disable coord check remove blue glitch lazy upload detection
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| Fri Sep 07, 2012 9:47 am |
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bluezeak
Guru
Joined: Fri Feb 03, 2012 10:04 am Posts: 673
Primary Device: motorola bionic
Operating System: Android 2.3.4
ROM: stock
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 Re: Understanding FPSE and PEOpS OpenGL-GPU plugin considera
Please go back and look at the main post in this thread. Also check the OpenGL spreadsheet.
_________________ FPSE OpenGL info - click here
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| Fri Sep 07, 2012 4:11 pm |
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bluezeak
Guru
Joined: Fri Feb 03, 2012 10:04 am Posts: 673
Primary Device: motorola bionic
Operating System: Android 2.3.4
ROM: stock
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 Re: Understanding FPSE and PEOpS OpenGL-GPU plugin considera
update with additional info about S3 - thanks Mirk. viewtopic.php?f=39&t=3817
_________________ FPSE OpenGL info - click here
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| Mon Sep 10, 2012 6:53 am |
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Kroktar
Junior Member
Joined: Mon Sep 17, 2012 7:20 pm Posts: 13
Primary Device: Xperia Play
Operating System: Android Gingerbread
ROM: NXT Light Edition + DoomKernel
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 Re: Understanding FPSE and PEOpS OpenGL-GPU plugin considera
Tested a bit Metal Gear you will need OffscreenDrawing at least.
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| Tue Sep 18, 2012 2:21 am |
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bluezeak
Guru
Joined: Fri Feb 03, 2012 10:04 am Posts: 673
Primary Device: motorola bionic
Operating System: Android 2.3.4
ROM: stock
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 Re: Understanding FPSE and PEOpS OpenGL-GPU plugin considera
I updated the main thread with the following:
11.42 - "new OpenGL plugin" - I found out this was a fix to address an api issue java / c converter. I don't know what effect this will have. Games faster? More compatible? Some options work better that didn't work before? Unknown. But - a bug has been fixed so it should be better.
_________________ FPSE OpenGL info - click here
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| Fri Sep 21, 2012 4:42 am |
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lekd
Fresh Fish
Joined: Tue Oct 23, 2012 3:35 am Posts: 1
Primary Device: s3
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 Re: Understanding FPSE and PEOpS OpenGL-GPU plugin considera
- Silent hill has white frame Around the characters and trees. (GL-ES 2 Blitting)
- Breath of fire IV has "mosaic" when Using magic "sleep". And the game is very slow. (GL-ES 2 Blitting)
galaxy s3 GT-I9300 4.0.4
Attachments:
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| Tue Oct 23, 2012 3:47 am |
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tanaqud
Junior Member
Joined: Mon Apr 23, 2012 9:22 pm Posts: 6
Primary Device: Transformer Prime
Operating System: 4.0.3 Android
ROM: Stock
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 Re: Understanding FPSE and PEOpS OpenGL-GPU plugin considera
I don't know if the PEOpS GPU supports it, but I think the devs need to include some sort of rendering resolution option into the mix.
I run on a Transformer Prime with a 1280x800 (I think it only offers 1280x720 to FPSE due to Jelly Bean), and while the OGL rendering is awesome looking, I don't need it to be all the way up to my screen's native resolution, especially when I'm reasonably sure the PSX only renders at 320x240 most of the time (exceptions like Chrono Cross's menus at 640x480 are noted).
If we were to be able to set it so the 3D polygons are rendered at double the PSX's resolution (640x480), it would be a significant improvement, and would be 1/4 the load on the system, which would allow for users to trade off prettiness for speed.
Has this been considered? Or is it not possible?
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| Sun Nov 18, 2012 7:06 pm |
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wanbatin
Fresh Fish
Joined: Sat Jan 26, 2013 3:29 pm Posts: 1
Primary Device: galaxy n2 + n10.1 + s3
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 Re: Understanding FPSE and PEOpS OpenGL-GPU plugin considera
hi, i'm french so excuse my poor english i just try your settings for fpse & FF9 on my galaxy note 2 (most powerful phone on android no ?) i have some lags but i don't really know if i choose the goods settings (cause my english and you are not always really clear for me) could someone tells me exactly which settings i have to put "ON" for my galaxy note 2 ? firstly tell me the best settings to have the best quality video. if they don't work, i say you and we will fall progressively until you find the perfect config for galaxy note 2. thank u & with my respect ! wanbatin from France 
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| Sat Jan 26, 2013 3:41 pm |
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