Fpse for Android News

User avatar
schtruck
Site Admin
Posts: 2316
Joined: Tue Jan 13, 2009 8:52 am
Primary Device: HTC HD2
Operating System: WM 6.5.1 21869
ROM: 1.66
Location: PARIS
Contact:

Re: Fpse for Android Discussion/Feedback

Postby schtruck » Sun Feb 28, 2016 3:15 pm

Guys, i just pushed the new BEta version of FPse:

FPse for ANdroid 0.11.166:
- Fixed Local multiplayer detection
- Improved a lot of X86 support
- Improved speed for any video mode and use less CPU which let device cooler

As you can see the big change is the huge boost on any devices and any video modes,

ALl my devices are now able to run FPse in OpenGL HD at 60fps.

If you're not BEta tester but intesrrested by testing this new version just contact me at schtruck@gmail.com, i'll add you to the beta tester list and you'll enjoy before everyone what this new version is able to do!

User avatar
schtruck
Site Admin
Posts: 2316
Joined: Tue Jan 13, 2009 8:52 am
Primary Device: HTC HD2
Operating System: WM 6.5.1 21869
ROM: 1.66
Location: PARIS
Contact:

Re: Fpse for Android Discussion/Feedback

Postby schtruck » Sun Mar 06, 2016 10:28 pm

Ok another Beta version for beta testers with plenty of improvements and fixes!!!

FPse 0.11.176 Beta:
- Fixed Local multiplayer automatic detection
- Fixed a possible black screen on somes devices when starting game
- Fixed somes freeze on somes game (ff7 omnislash)
- Fixed L2/R2 support for somes external pads
- Improved a lot of Intel processors support, FPse is now much more faster on Zenfone 2 and Nexus Player!!
- Improved speed for any video mode and use much less CPU which let device cooler

first is truly the best version of FPse until now!!!

User avatar
schtruck
Site Admin
Posts: 2316
Joined: Tue Jan 13, 2009 8:52 am
Primary Device: HTC HD2
Operating System: WM 6.5.1 21869
ROM: 1.66
Location: PARIS
Contact:

Re: Fpse for Android Discussion/Feedback

Postby schtruck » Mon Mar 21, 2016 10:27 pm

just a last update and new version of FPse will be pushed to maket:

- Fixed Local multiplayer automatic detection
- Fixed a possible black screen on somes devices when starting game
- Fixed somes freeze on somes game (ff7 omnislash)
- Fixed L2/R2 support for somes external pads
- Fixed NFS reading support
- Added detection if ISO selected is no more available
- Added scaling filter in soft mode based on 2xsaI algorythm
- Improved a lot of Texture High Quality in opengl hd
- Improved a lot of Intel processors support, FPse is now much more faster on Zenfone 2 and Nexus Player!!
Reset Settings from advanced menu and system then restart FPse to apply changes
- Improved speed for any video mode and use much less CPU which let device cooler


the last change gives to FPse great quality to Software modes as well as high texture size mode for opengl high definition

Normal Filter:
Image

2xsai Filter:
Image

GITech
Member
Posts: 72
Joined: Wed Jun 08, 2011 1:08 pm
Primary Device: HTC ONE Max
Operating System: STOCK
ROM: STOCK

Re: Fpse for Android Discussion/Feedback

Postby GITech » Tue Mar 22, 2016 3:45 pm

2xsai - 2xsal?

Whichever one it is, I am super happy you finally found what has always been the best filter for 16-32bit 2D!!!

Other emus devs seem to think hq2-4x are the only filters out there. I think they just distort the image trying to make it too sharp, and they are performance hogs compared to the superior 2xsai-sal.

Good job Schtruck!

PS: hopefully the "newish" behavior of the emu pausing/hitching for the slow asset loading in openGL is going to be fixed. As it is now, *all* games are no longer hitch free in openGL. Meaning whenever something needs to load to be displayed, emulation is interrupted while it loads, causing constant hitches in the video and audio output. ;) For examples, try Strider and Grandia. In Strider, you will notice hitching constantly as enemies are loaded to come on screen. And in Grandia, notice how during the new game opening cutscene, after the "Grandia" logo fades to black, the game now bogs right down as all the textures for the town in the city flyover load in AFTER the screen fades back in for the scene. The correct behavior is that all the textures/assets should load BEFORE the screen fades back in. It has not always been this way for FPSE. I have used the built in "save memory" compression on all my titles.. is this why it's doing this now? Hmm...

Thanks for all you do!

User avatar
schtruck
Site Admin
Posts: 2316
Joined: Tue Jan 13, 2009 8:52 am
Primary Device: HTC HD2
Operating System: WM 6.5.1 21869
ROM: 1.66
Location: PARIS
Contact:

Re: Fpse for Android Discussion/Feedback

Postby schtruck » Thu Mar 31, 2016 10:00 pm

ok sorry guy for the delay but now FPse 0.11.176 is ready!! but first short beta testing:

FPse 0.11.176 Beta:
- Fixed Local multiplayer automatic detection
- Fixed a possible black screen on somes devices when starting game
- Fixed somes freeze on somes game (ff7 omnislash)
- Fixed L2/R2 support for somes external pads
- Improved a lot of Intel processors support, FPse is now much more faster on Zenfone 2 and Nexus Player!!
- Improved speed for any video mode and use much less CPU which let device cooler
- Added upscaler based on 2XSAI algorythm for soft modes and opengl texture HD


i have optimized highly another time the opengl HD mode! MALI run much better.

thanks to all beta testers to check the new 2Xsai based upscaling, it gives really good result, unset screen filtering when you activate upscaling, much better.

mattbagguley
Fresh Fish
Posts: 2
Joined: Wed Sep 16, 2015 7:03 am
Primary Device: Samsung s6
Operating System: Android
ROM: Stock

Re: Fpse for Android Discussion/Feedback

Postby mattbagguley » Fri Apr 01, 2016 12:30 pm

Hi Schtruck,

Firstly can I say thank you for the app - i'm a fairly new user but to be able to relieve my PS1 youth is bringing me hours of fun :)

I have searched this forum and others as I have a problem with the games ISS Pro and Pro Evolution and also Winning Eleven 2002 (as mentioned previously).

he game works absolutely fine until you come to play a match, at whch point between 30 mins plus, the app shuts down. I'm not sure if a certain thing triggers this, i.e. throw ins, free kicks etc, but do you know of any fix or work around?

I am using a samsung galaxy s6 on the default settings if this helps.

Regards,
Matt

User avatar
schtruck
Site Admin
Posts: 2316
Joined: Tue Jan 13, 2009 8:52 am
Primary Device: HTC HD2
Operating System: WM 6.5.1 21869
ROM: 1.66
Location: PARIS
Contact:

Re: Fpse for Android Discussion/Feedback

Postby schtruck » Fri Apr 01, 2016 7:53 pm

This game need a specific patch but now you can play it by settings when game is loaded the interpreter option from system menu and restart the game.

User avatar
schtruck
Site Admin
Posts: 2316
Joined: Tue Jan 13, 2009 8:52 am
Primary Device: HTC HD2
Operating System: WM 6.5.1 21869
ROM: 1.66
Location: PARIS
Contact:

Re: Fpse for Android Discussion/Feedback

Postby schtruck » Sat Apr 02, 2016 12:30 pm

the new outstanding version of FPse is now available to Market!
FPse 0.11.176:
- Fixed Local multiplayer automatic detection
- Fixed a possible black screen on some devices when starting game
- Fixed somes freeze on some game (ff7 omnislash)
- Fixed L2/R2 support for some external pads
- Improved a lot of Intel processors support, FPse is now much more faster on Zenfone 2 and Nexus Player
- Improved speed for any video mode and use much less CPU which let device cooler
- Added upscaler based on 2XSAI algorythm for soft modes and opengl texture HD
Much more!
Take a look to what 2xsai algorythm can do:

Here is original graphic not filtered and 2xsai filtered, check.


Original.jpg
Original.jpg (127.26 KiB) Viewed 13132 times

2xsai.jpg
2xsai.jpg (113.13 KiB) Viewed 13132 times

Laska
Enthusiast
Posts: 114
Joined: Sat Dec 20, 2014 12:24 pm
Primary Device: Motorola XT894
Operating System: Jelly Bean 4.1.2
ROM: Stock (debloated)

Re: Fpse for Android Discussion/Feedback

Postby Laska » Sat Apr 02, 2016 3:57 pm

Well, advanced opengl mode still does not work...

henrea4
Junior Member
Posts: 13
Joined: Thu May 28, 2015 1:12 pm
Primary Device: Infocus m810
Operating System: Android
ROM: stock

Re: Fpse for Android Discussion/Feedback

Postby henrea4 » Sun Apr 03, 2016 11:46 am

I posted a review on the Playstore after the latest update but I figured I might get better results sharing my experiences here instead. Ok, so I'm on an Infocus M810 with a Snapdragon 801 quad core clocked at 2.5 ghz, 2gb ram paired with an Adreno 330 that pushes 578mhz. Stock kit kat rom but the phone is rooted. I think that covers the basics. Anyway, prior to this update I could run Tekken 3 in opengl hd without frameskipping and with 32 bit rendering, mask bit, alpha multipass, texture filtering and frame texture activated usually without any issues. Now, the game will start out fine but after about two fights I get horrible slowdown/sound crackling (Nina, Eddy, and Xiaoyu's stages are the worst) . I've tried increasing and decreasing audio latency but it makes no difference. This is very disappointing as I thought this update was meant to improve upon the already great performance of this app. I saw another review on the Store with the same issue so I know I'm not alone here.


Return to “News”

Who is online

Users browsing this forum: No registered users and 69 guests