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Re: Fpse for Android Discussion/Feedback

Posted: Mon Jan 09, 2012 3:00 am
by illuminerdi
OpenGL is hit or miss for me so far. Some games seemed to run great with it - I booted up Wild Arms 2 briefly and it worked wonderfully. It's the first time I've ever gotten a good FPS in that game - it looks great and playable.

FF7, meanwhile, is a hot mess. With OGL enabled I'm getting tons of video corruption all over the place, some cursors are missing, movies are corrupting during playback.

The FF7 battle screen is also a COMPLETE mess, and is unplayable, due to severe mangling of the display - half of it is squashed into the top of the screen, while a duplicate image exists on the bottom half. Also, the dissolve transition into battles in FF7 does not work, and causes MASSIVE slowdown and FPS loss - according to the FPS counter I hit about 10fps during a dissolve.

It appears that the "limit screen size" parameter does not always set correctly when enabled during a game that's running. Turning it on or off does not always immediately set/remove the black bars, and if it does, it just chops off part of the screen rather than resetting and redrawing the screen correctly. I had to turn my phone to portrait orientation then back to landscape before it properly reset and redrew the screen correctly.

OpenGL is also seriously messing with MDEC video playback when it's enabled. The FF7 intro video had corruption and other playback problems, mostly double images in the portions of the screen that were supposed to be blacked out due to "Original Screen Size" being enabled.

It also appears that displaying the FPS counter impacts the framerate - games seemed to run markedly smoother with it turned off.

Would it be possible to get some kind of OpenGL "low resolution mode", where it still renders the game to the OpenGL, but it renders it in its native resolution, rather than a high res version? This might help improve speed while offering an "authentic" experience for games that get corrupted or distorted in various ways by having their resolution increased.

Re: Fpse for Android Discussion/Feedback

Posted: Mon Jan 09, 2012 4:03 am
by molitar
Ok how can I convert my epsxe memcard to fpse? Right now it will only see the first save game slot if I try to just rename from .mcr to .mcd. That single game slot works fine but all other game slots are not seen.

Re: Fpse for Android Discussion/Feedback

Posted: Mon Jan 09, 2012 4:23 am
by LouCipher
Ok, first off, when ogl works, it looks great. There are some significant issues at the moment. Seems there are some big framebuffer and transparency issues.

1) if original size is set, invalid data will be drawn in the margins. Sometimes garbage data, sometimes a duplicate of what is being drawn correctly.

2) ff7 has no battle menu, the actual battle is being redrawn where the menu should be. The hand cursor in FF7 is being drawn in a slightly transparent black color instead of white (this makes it appear invisible on the new/continue screen).

3) FF Tactics is pretty much unplayable. This is why I suspect big framebuffer issues. For instance, when you're on the world map, the background appears blended with the logo from the title screen. If you move the cursor and scroll across the map, the map will display normally until you stop scrolling. Tactics also has garbage data being drawn in the margins, but in original size, the screen is also squished horizontally.

4) no battle menus in ff9

5) fpse freezes and has to be force closed after exiting the System options menu.

Re: Fpse for Android Discussion/Feedback

Posted: Mon Jan 09, 2012 5:01 am
by illuminerdi
Vagrant Story also experiences visual corruption in the menu screen in OpenGL.

PE2 runs well but also shows garbage and colors in the margins when original screen size is set.

Alundra displays the last text string in each new text window before the new text overwrites it. Cloud transparency is also amiss as clouds during the ship voyage at game start are black instead of white/grey.

I think OGL has a huge amount of promise and will be a true revolution once these issues are ironed out, I think the testers just weren't checking these games so these issues got missed. I'm sure we'll get them fixed soon enough. Schtruck has the unenviable task of trying to support a LOT of different devices.

Just for reference these issues I've listed were on FreeXperia/CyanogenMod 7.2.0 beta, not stock Xperia Play rom.

Re: Fpse for Android Discussion/Feedback

Posted: Mon Jan 09, 2012 5:01 am
by illuminerdi
Vagrant Story also experiences visual corruption in the menu screen in OpenGL.

PE2 runs well but also shows garbage and colors in the margins when original screen size is set.

Alundra displays the last text string in each new text window before the new text overwrites it. Cloud transparency is also amiss as clouds during the ship voyage at game start are black instead of white/grey.

I think OGL has a huge amount of promise and will be a true revolution once these issues are ironed out, I think the testers just weren't checking these games so these issues got missed. I'm sure we'll get them fixed soon enough. Schtruck has the unenviable task of trying to support a LOT of different devices.

Just for reference these issues I've listed were on FreeXperia/CyanogenMod 7.2.0 beta, not stock Xperia Play rom.

Re: Fpse for Android Discussion/Feedback

Posted: Mon Jan 09, 2012 5:07 am
by fyatwyrio
Hi, have a tegra 2 device, G2x, and am experiencing most of the same issues, I've tried ntsc tekken 3, wipeout xl and marvel super heros. While they look GREAT, except for marvel super heros, each runs much faster with the software renderer. Marvel super heros shows a lot of 'seams' in the 2d sprites. The 3d games do look good though.

Re: Fpse for Android Discussion/Feedback

Posted: Mon Jan 09, 2012 5:21 am
by illuminerdi
Vagrant Story also experiences visual corruption in the menu screen in OpenGL.

PE2 runs well but also shows garbage and colors in the margins when original screen size is set.

Alundra displays the last text string in each new text window before the new text overwrites it. Cloud transparency is also amiss as clouds during the ship voyage at game start are black instead of white/grey.

I think OGL has a huge amount of promise and will be a true revolution once these issues are ironed out, I think the testers just weren't checking these games so these issues got missed. I'm sure we'll get them fixed soon enough. Schtruck has the unenviable task of trying to support a LOT of different devices.

Just for reference these issues I've listed were on FreeXperia/CyanogenMod 7.2.0 beta, not stock Xperia Play rom.

Re: Fpse for Android Discussion/Feedback

Posted: Mon Jan 09, 2012 5:21 am
by BlackArty
illuminerdi,
Try ChainFire 3D.
It can change size of textures (slightly faster), but menu and text will be look awful :)

Re: Fpse for Android Discussion/Feedback

Posted: Mon Jan 09, 2012 5:23 am
by molitar
Wow! OpenGL plugin was awesome for Chrono Cross. I am getting full 60 fps in the entire game pretty much. What an improvement. Too bad the graphics could not be enhanced a bit further they are still quite blocky compared to EPSXE. But it's fully playable.. Now does FPSE support the analog on the motionjoy because the only way I can run so far is to press the R1 button it appears analog is not functioning for it.

Ok I found a better plugin for this game though.. I used Chainfire 3D Nvidia plugin and the graphics look just as good as ePSXe I believe. Very good quality graphics and with the setting boost and fast draw enabled I am still getting 60 fps. OpenGL looks promising but quality is still not there yet.

Re: Fpse for Android Discussion/Feedback

Posted: Mon Jan 09, 2012 5:24 am
by illuminerdi
Sorry for the triple post! I kept getting server errors and it never showed my post as successful. Mods please feel free to delete the duplicates. Sorry again - didn't mean to spam. :(