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 Fpse for Android Discussion/Feedback 
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Post Re: Fpse for Android Discussion/Feedback
Why would it look better? They emulate old low resolution tvs. I don't think they make the gpu emulation easier. They're kinda interesting, but that's all in my opinion. Would have to see it on a small smart phone screen.

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FPSE OpenGL info - click here


Sun Jul 08, 2012 4:30 am
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Post Re: Fpse for Android Discussion/Feedback
@bluezeak

TV-Scanlines are oldschool :-) Everyone played PsOne games on old TV's and I liked that resolution back then much more then now with the useless opengl plugin. They still kinda render the game. Maybe it's no big difference for you but I prefer playing my games with the original resolution ;-)

@schtruck

Is there any way to integrate TV-Scanlines?


Sun Jul 08, 2012 12:44 pm
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Post Re: Fpse for Android Discussion/Feedback
I am running fpse on HP touchpad with qualcomm s3 dual core CPU and adreno 220 gpu
With default clock speed 1.2ghz on final fantasy 9 with opengl plugin I got it in the begining around 20fps,
Overcocking CPU at 1782mhz and I got 10-12 more fps! Great
Developer can you write code on gpu for emulation?


Sun Jul 08, 2012 1:11 pm
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Post Re: Fpse for Android Discussion/Feedback
An Icon Collection project for Android Device is up today...
If you are interested to provide a good quality Icon for your Android Fav' device...

here it is > I love LeSScro, please make me a ICON !!

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Sun Jul 08, 2012 3:04 pm
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Post Re: Fpse for Android Discussion/Feedback
drgci wrote:
I am running fpse on HP touchpad with qualcomm s3 dual core CPU and adreno 220 gpu
With default clock speed 1.2ghz on final fantasy 9 with opengl plugin I got it in the begining around 20fps,
Overcocking CPU at 1782mhz and I got 10-12 more fps! Great
Developer can you write code on gpu for emulation?

drgci, feel free to post on the FF9 game specific thread - here.

I don't have any issue with the beginning. Please check the settings I use, and respond in that forum. Your CPU is stronger than mine and the adreno 220 is a good GPU I believe. You shouldn't have any issues I don't think. I know there was a special fix for FFVIII (and maybe FFVII?) that specifically dealt witht the opening videos (including stuff before the game actually started). I was surporised that my laptop had issues with the opening if FFVIII and as soon as I turned on the fix, bam 60 FPS. That's not FFIX though.

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FPSE OpenGL info - click here


Last edited by bluezeak on Mon Jul 09, 2012 7:37 pm, edited 1 time in total.



Mon Jul 09, 2012 4:03 am
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Post Re: Fpse for Android Discussion/Feedback
Little update on the FFIX discussion,

I tried to play with Chainfire 3D but it doesn't make a difference. Tried the 3 different plugins available, but fps in battle still dropped to unplayable amounts. Lowering texture quality just makes it unbearebly ugly. So again, still no solution for my Galaxy Nexus >_< .


Mon Jul 09, 2012 2:17 pm
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Post Re: Fpse for Android Discussion/Feedback
You need the last high-end quad-core device with extreme overclock to run FPse smoothly :lol:

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Mon Jul 09, 2012 5:01 pm
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Post Re: Fpse for Android Discussion/Feedback
bluezeak wrote:
Why would it look better? They emulate old low resolution tvs. I don't think they make the gpu emulation easier. They're kinda interesting, but that's all in my opinion. Would have to see it on a small smart phone screen.

The idea might sound crazy at first, but I think the scan lines thing would really help software mode 'look' better. With emulation, sometimes too much detail isn't a good thing. Screenfiltering is cool and all, but I think it looks like vaseline on the screen.

But yes, I think if you added scan lines in software mode, and the ability to lower the resolution in opengl mode, you would have features that improved both modes significantly.


Mon Jul 09, 2012 5:13 pm
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Post Re: Fpse for Android Discussion/Feedback
@ Iceglance - did you get your question answered about screenshots? I use "Screenshot It" (paid), but mostly because it supports my phone without being rooted. There are some free options if you've rooted your phone.

Needing a highend phone for fpse
    - I haven't played on a low end phone, but I would say that on a low end phone you would need frameskip but that games should still be decently playable.
    - On midrange phones with frameskip they should be more than playable, they should be good.
    - On mid-high to high end it should be fantastic, and on high-end phones you can stat using the opengl plugin.
    - My point - you do NOT need a quad-core high end phone to use fpse. Not even to run it 'smoothly'
    - To run FPSE smoothly you probably do need a good phone (1ghz single core) to run software mode without frameskip.

Scanlines
    - They make your display look lower res. From that angle, they may make games look better on screens whose resolution is very high.
    - I played with scanlines on my computer using ePSXe with 1440x900 resoltion and I don't quite understand what they do. They take out some of the horizontal lines, but Pete put in a 'brighness' setting. If you adjust that it can almost eliminate the effect - so I don't quite get it. But - the concept is to make games look lower resolution like old TVs, so it may help the look of games.
    - GPU options
      - SoftGPU - there's no scanline plugin in that GPU, so it would need to be added. That may be difficult.
      - OpenGL - scanlines are available here, so they may just need to be enabled. I think they're less needed here ... <shrug>.

Alternatively to scanlines in the softGPU, maybe Sctruck could implement some of the "stretching" or "dithering" options which are in the PEOpS SoftGPU. They are designed to make the game look better, though I don't know how much. I'm not sure what all the stretching options do (there are many), but dithering should make colors looks better (possibly at expense of graphic clarity?). If the emulator dual-core option is working well, I think any dual core phone should be able to utilize the options.

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Last edited by bluezeak on Mon Jul 09, 2012 5:59 pm, edited 1 time in total.



Mon Jul 09, 2012 5:36 pm
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Post Re: Fpse for Android Discussion/Feedback
There's no use, iceglace is 100% positive that you need a quad-core device, and there's no logic in the world that will make them think otherwise. I've NEVER experienced slowdown on my Galaxy Nexus in software mode. It's dual core. Period.

In any case, you're spot on with what the scanlines do, but indeed if you have brightness boost on it might nullify the effect to an extent. If scanlines are just an overlay, yeah, they're not needed, as OpenGL looks fantastic (would be mega-cool in software mode though). However, if scanlines literally mean you're only rendering half the pixels, wouldn't that result in a huge performance boost?

EDIT: What are the chances of resolution control for both software and OpenGL? It'd be wild if we could increase the software emulation graphics, and lower the OpenGL graphics... major quality increase for software, and performance increasae for OpenGL.


Mon Jul 09, 2012 5:58 pm
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