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 Fpse for Android Discussion/Feedback 
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Junior Member

Joined: Fri Apr 06, 2012 10:53 pm
Posts: 6
Primary Device: SGS II
Post Re: Fpse for Android Discussion/Feedback
Thanks for your effort in making this app so amazing! But still, the mali400 bug is too damn annoying... I really hope you find something to fix that problem. Keep up the good work ;)


Fri Apr 06, 2012 10:59 pm
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Junior Member

Joined: Sat Jan 21, 2012 6:07 am
Posts: 15
Primary Device: xperia arc
Operating System: android
ROM: stock
Post Re: Fpse for Android Discussion/Feedback
Finally, I am very excited about this update


Fri Apr 06, 2012 11:28 pm
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Junior Member

Joined: Fri Apr 06, 2012 11:42 pm
Posts: 8
Primary Device: R800X
Operating System: Android
ROM: 2.3.3
Post Re: Fpse for Android Discussion/Feedback
Frameskip not working correctly (software mode), it works when i set it on but if i save a config with frameskip, next time i enter a game with this option enabled at startup crashes the emu,

It crashed bushido blade 2 and street fighter alpha 3, and some more i dont remember, i has to disable frameskip to be able to load this games again.

a shame since sfa3 needs frameskip in my xperia play 2.3.3

im going back to previous version until this is fixed.

thanks for the work.


Last edited by omega007 on Fri Apr 06, 2012 11:50 pm, edited 2 times in total.



Fri Apr 06, 2012 11:46 pm
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Joined: Sun Jan 15, 2012 1:14 am
Posts: 106
Primary Device: Nexus 7, Galaxy S II (UK)
Operating System: Android
ROM: Stock JB, CyanogenMod 9.1
Post Re: Fpse for Android Discussion/Feedback
I can confirm the new framelimiter is brilliant, tested with the first battle on ffxi, I get a sustained 50 fps on the pal version. This is compared to 38 to 42 with the old limiter. The game also runs much smoother with less waiting for textures to load. There is still a noticeable waiting time while characters and enemies pop into the screen but it is a lot faster and less frequently and it no longer freezes when the camera moves in battle, once they are all loaded the camera seems to move around without fault.

As an extra note battle swirls are still slow but previously I got 4 to 8 fps while the battle swirl was running, it is now 20 to 25 fps so it is much quicker getting into battle.

Great update, look forward to more.

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Fri Apr 06, 2012 11:48 pm
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Fresh Fish

Joined: Fri Mar 30, 2012 7:55 pm
Posts: 2
Primary Device: RAZR MAXX
Operating System: Android
Post Re: Fpse for Android Discussion/Feedback
Yep, i can confirm that fps problems in ff7 are fixed by the new Framelimiter, and sotn still works perfectly.

I also get some slowdown at the start of fights, but those battle swirls are notoriously hard to emulate.


Sat Apr 07, 2012 3:16 am
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Junior Member

Joined: Sat Jan 21, 2012 6:07 am
Posts: 15
Primary Device: xperia arc
Operating System: android
ROM: stock
Post Re: Fpse for Android Discussion/Feedback
They are two mayor and annoying bugs in this release, the first is in the battery use segment, the fpse indicator is bigger than usual, and when you try to choose a multi key fpse FC


Sat Apr 07, 2012 3:59 am
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Junior Member

Joined: Tue Dec 06, 2011 6:22 am
Posts: 8
Primary Device: Samsung Galaxy Note
Post Re: Fpse for Android Discussion/Feedback
Thanks for the update.

Just want to report the persistent bug in FF7, where I am still getting kicked out when starting battle sequences (the first couple of battles are fine, but later battles got the same bug as before). Has anyone successfully gotten through the later battles without getting force closed using OpenGL and can you share what settings you used? Thanks!


Sat Apr 07, 2012 4:47 am
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Junior Member

Joined: Thu Jan 12, 2012 1:23 pm
Posts: 25
Location: Poland
Primary Device: Padfone
Operating System: Android 4.0.4
ROM: stock + root
Post Re: Fpse for Android Discussion/Feedback
Vagrant Story and Soul Reaver still unplayable with opengl. Don't now is mali400 bug or something else but in this games frame drop is a curse (exemple: in VS when you walk in the blue circle or when you must fight; in SR in ghost world, when you defeat scavenger etc.). Frame drop are show when textures are transparent and in "special effects" (magic etc). In first version of opengl evrythings was ok.


Sat Apr 07, 2012 6:54 am
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Junior Member

Joined: Tue Feb 14, 2012 8:49 pm
Posts: 20
Location: Nice, France
Primary Device: ASUS EeePad Transformer
ROM: Revolution HD 3.2.2
Post Re: Fpse for Android Discussion/Feedback
Thanks! Now with the "Special Frame Limiter" FF8 if fully playable on my TF101 in OpenGL mode, stable 50FPS even in combat mode!
I tried briefly PS3 pad support, it worked but needed manual configuration and right stick was not detected.
I'll try it more later, maybe I did something wrong.


Sat Apr 07, 2012 8:11 am
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Joined: Tue Jan 13, 2009 8:52 am
Posts: 2154
Location: PARIS
Primary Device: HTC HD2
Operating System: WM 6.5.1 21869
ROM: 1.66
Post Re: Fpse for Android Discussion/Feedback
i've tested with a Compatible PS3 pad provided with USB key, so i don't pair directly PS3 pad, it's just recognized natively.

If you use another method to Pair you PS3 pad, try Joystick center than Map analog Stick from HW key1 config menu. there is somes new button to assign Analog Sticks.


Sat Apr 07, 2012 9:25 am
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