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Re: Fpse for Android Discussion/Feedback
Posted: Fri Jan 13, 2012 3:03 pm
by BlackArty
Schtruck,
After loading new OpenGL plugin in new FPSe version I can't change HW buttons controls in OpenGL mode.
Please, fix it
p.s. In some games after loading save state black screen appears. But sound and game worked. In old versions (10.57-10.11) it was decided switching of the settings menu and disable.
The new version will not do. Is it possible to to solve the problem of save states?
Re: Fpse for Android Discussion/Feedback
Posted: Fri Jan 13, 2012 3:05 pm
by sas.69
shaolin95 wrote:This is a Galaxy S running ICS @ 1.55Ghz (power vr540)
Woow isn't this too risky ... overclocking your device with 550 MHz this are 55% more ?
I once had a 204 MHz motorola mpx220 and I destroyed the CPU with just 80 MHz more and this were just 39% more power.
Be cautious!
Other than that my device SGS2 is running everything so far on 55-60 fps with the new ogl plugin
Re: Fpse for Android Discussion/Feedback
Posted: Fri Jan 13, 2012 3:07 pm
by fyatwyrio
sas.69 wrote:CloudStrife86 wrote:Also, a quick question, does there actually exist a version of the SGS2 with a MALI400? I have the exynos version, and the only alternative I knew of was the Tegra 2 one.
All of the SGS2 ( i.e. i9100 ) are with MALI400MP. Mine is with this video chip as well and I'm very satisfied with it.
Cheers.
Actually the US Tmobile Galaxy S II and ATTs Galaxy S II Skyrocket use a 1.5 ghz Snapdragon S3 since it supports their 42mbps '4g' and the exynos doesn't. ATT also has the normal Galaxy SII which does have the exynos soc/mali400 gpu.
Re: Fpse for Android Discussion/Feedback
Posted: Fri Jan 13, 2012 3:41 pm
by sas.69
fyatwyrio wrote:Actually the US Tmobile Galaxy S II and ATTs Galaxy S II Skyrocket use a 1.5 ghz Snapdragon S3 since it supports their 42mbps '4g' and the exynos doesn't. ATT also has the normal Galaxy SII which does have the exynos soc/mali400 gpu.
Correct, but SGS2 i9100 is not the same as SGS2 SGH-T989 (T-mobile version) or SGS2 SGH-i727(AT&T version). If you ask me they are very different devices.
I ment only i9100 that's why I specified it in the brackets
Cheers.
Re: Fpse for Android Discussion/Feedback
Posted: Fri Jan 13, 2012 3:57 pm
by shaolin95
sas.69 wrote:shaolin95 wrote:This is a Galaxy S running ICS @ 1.55Ghz (power vr540)
Woow isn't this too risky ... overclocking your device with 550 MHz this are 55% more ?
I once had a 204 MHz motorola mpx220 and I destroyed the CPU with just 80 MHz more and this were just 39% more power.
Be cautious!
Other than that my device SGS2 is running everything so far on 55-60 fps with the new ogl plugin
Not at all mate
I have taken it to 1.7 but with loser overall settings so this is the one that gives the most overall system/gpu/cpu performance.
Overclocking does not really kill parts unless voltage is increased in almost all cases. I have been ocing parts all my life and I am part of the beta test team for Gltich Kernel that we used to overclock it.
Re: Fpse for Android Discussion/Feedback
Posted: Fri Jan 13, 2012 3:59 pm
by New player
what games run on (Galaxy Note) after load new GPU plugin ( libopenglplugin.so ) in new FPSe version ?
Re: Fpse for Android Discussion/Feedback
Posted: Fri Jan 13, 2012 4:07 pm
by Phaedrus Nine
New player wrote:what games run on (Galaxy Note) after load new GPU plugin ( libopenglplugin.so ) in new FPSe version ?
Try the games you own, see if they work. Most do.
Re: Fpse for Android Discussion/Feedback
Posted: Fri Jan 13, 2012 4:40 pm
by zdubin
Would rooting/overclocking my Motorolla Xoom solve the openGL issues? I don't think so, since turning on the frameskip has smooth frame rates, but it runs too fast (70-100 frames per second). Turning on both frameskip and framelimitter push the frame rate down to 50-60 frames per second, but the frame rate is not smooth and the animation is jerky.
Is there an option to frameskip 1 frame, 3 frames etc. like there used to be?
Re: Fpse for Android Discussion/Feedback
Posted: Fri Jan 13, 2012 4:43 pm
by Phaedrus Nine
zdubin wrote:Would rooting/overclocking my Motorolla Xoom solve the openGL issues? I don't think so, since turning on the frameskip has smooth frame rates, but it runs too fast (70-100 frames per second). Turning on both frameskip and framelimitter push the frame rate down to 50-60 frames per second, but the frame rate is not smooth and the animation is jerky.
Is there an option to frameskip 1 frame, 3 frames etc. like there used to be?
It might help, but probably not solve. You have to remember that this is a first release of OpenGL. I would make do until Schtruck has time to optimise the plugin and fpse. I have a feeling it will get much better.
Re: Fpse for Android Discussion/Feedback
Posted: Fri Jan 13, 2012 5:40 pm
by rblanca
Hi!.. I buyed it from market it's great but when I use Opengl Plugin, fps go down to 20 in my droid 3...this is normal or i miss something?. Thanks