Fpse for Android News

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bluezeak
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Re: Fpse for Android Discussion/Feedback

Postby bluezeak » Mon Aug 27, 2012 10:56 am

sorry for all the posts. there's been more activity in this thread in the past couple days than there has been in the past couple weeks (or sure feels like it). You sure have caused a lot of excitement with the new version schtruck :).

schtruck wrote:i'm listening all the problems reports,
...
i have to check the reported inversion of L1/R1 L2/R2

and i have to check the slowdown reported when Dpad is printed. is it all?

- overlay pad - people have said that they can't turn it off
-sixaxis issue - the developer said he would contact you I believe.
- opengl
    - opengl works differently than it used to. this may be a hardware specific issue.
    - Many people have reported that there are outline areound objects that didn't used to be there, and other graphic issues.
    - it runs much slower (I haven't tested 11.32 yet).
    - anti aliasing makes things run differently. for many people, it runs faster, though usually not as fast as before. sometimes it doesn't run faster. there was one report that it doesn't work at all.

Schtruck, you're doing great work. This last update incorporated a LOT of changes - gfx, UI (overlay pad), bluetooth control pad (which you didn't put in the relase notes), underlying thread priority ... many areas of the emulater were updated. you were gone for so long, and when you came back, as we expected, you released a huge update :). Please keep up the good work. Thanks again..
FPSE OpenGL info - click here

Kayann
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Re: Fpse for Android Discussion/Feedback

Postby Kayann » Mon Aug 27, 2012 11:16 am

Just adding my 10c to the discussion.

Software GPU
- Definitely seems to be running speedier/smoother.
- Menus don't seem to be causing me crashes and settings like special screen size seem to be sticking now. Admittedly I did have a crash everytime I opened the set buttons menu for the overlay pad, but reinstalling fpse seemed to fix that.
- I can confirm the flipped button values (at least for R1/R2). I was wondering why I could no longer trigger Squall's gunblade!
- Some ongoing compatibility issues, at least with FF8, where 3D models are superimposed over background video when they should be covered by the background video (at this point they should be behind that grey column - see attached image file). Haven't got far enough in game to check if this issue crops up later as there are a number of points where 3D models and FMV's are combined on screen in FF8.
- Screen blurriness. I am sure that many versions previously the screen in software mode wasn't so blurry (ie. looked more pixelated) but I am running from memory... I'd prefer the option to turn this blur off (I presume its some form of hard-coded screen filtering). This blur is not present in OpenGL. Happy to provide comparison screenies if wanted.

OpenGL
- Not too much to say here as you seem to be in the process of changing to a new form of OpenGL with better compatiblity. So you probably don't need to hear me go on about the lack of compatibility (eg. garbage PS logo/text on startup, FF8 battle transition), duplicated imagery to the sides of the 4:3 main screen (apparently only on 2D screens, 3D world map displays nicely in 4:3 with black vertical borders)...
- I will point out, however, that the latest versions (since 11.29) do seem to have introduced some lag and freezes into OpenGL. eg. At the start of a battle in FF8 (after the transition scene) it will zoom into the battle field - freeze for a few seconds - continue playing - freeze again briefly - the continue on as per normal (which is quite slow and variable unfortunately).
- Oh yeah, Alpha blending. Horrible black boxes instead of transparency. Don't normally have this enabled but was trying options like this and Mask bit to see if it helped with the garbage on the sides of the screen (it didn't).
- Antialiasing doesn't seem to do much ie. unforunately I am not one of the luck ones where this setting magically makes things better. Frameskip throws a minor life line, but not enough to make things anywhere near playable.
- Looking foward to increased compatibility with OpenGL ES 2 plugin, though without significant speed boosts OpenGL is going to remain unplayable for many people. Still, appreciate the work being done here.

Suggestions
- Fullscreen mode. This helps to avoid accidental button presses, however this would required some onscreen way of activating Fpse's own menu without using the android back button... which of course leads to:
- Improved menu system, as mentioned by others before me. It'd also be nice if the emulator had a way of fully rebooting itself so settings could be enabled and applied in app without having to then completely exit the app and restart the app to get them to apply.
- Handling memory card storage differently. In reinstalling Fpse I discovered the hard way that this wipes all user data such as memcards... Android gives no warning about such things when uninstalling an app so Fpse needs to take the initiative and come up with an in-your-face force you to set a directory for saving memcards where they are preserved after uninstall... A bit like it does with the BIOS. I presume options like back-up and restore all files handles this, but these are not exactly the first things people go looking for I imagine...
- Improved documentation. What does each option do... etc. Should some options be enabled/disabled for certain games?
- Option to increase internal resolution for Software gpu. Seriously, it looks all kinds of ugly at the moment. Your speed increases are defininatly creating room to enable such options for many people. Perhaps you think OpenGL is the way foward, but it looks like it will be a long time coming for the majority of users. Some love for the Software gpu would probably be more compatible across the board at this stage... Increased internal resolution is one of the key ways emulators improve open the (typically) low resolution consoles the emulate, whether it is PSX, PS2, Gamecube, Wii, etc...
Attachments
Screenshot_2012-08-27-21-25-19[1].png
Screenshot_2012-08-27-21-25-19[1].png (723.13 KiB) Viewed 13164 times

Rotkaeqpchen
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Re: Fpse for Android Discussion/Feedback

Postby Rotkaeqpchen » Mon Aug 27, 2012 11:30 am

Great post, thank you. Totally agree.

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bluezeak
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Re: Fpse for Android Discussion/Feedback

Postby bluezeak » Mon Aug 27, 2012 11:38 am

@Kayann - "alpha blending" - I believe you mean alpha multipass, as alpha multipass deals with dhadows and transparancy issues. advanced blending generally deals with lighting and shading, often it breaks things and makes the game greatly over-contrasted.

11.32 testing:
ok I did some testing:
- software - runs a bit better - it was already fantastic.
- multicore mode (force monocore unchecked) - it runs better - it seems to run about the same as it did before the update for me. It doesn't do the crazy 1/2 screen redraw it was doing, and is now back to it's more normal 'stuttery' feel. it's very fast, but feels like frameskip is running with a good number of frames being skipped. I turned up the thread priority, and that made things worse - more like it was with the original update with the 1/2 screen redraws. not as bad, but I started noticing them.
- opengl - about the same. I've still only tested FF9, I'll test FF8 soon. performance was same for me - without anti aliasing there were werid shadinging and colors, and the games was SLOW.
FPSE OpenGL info - click here

deejayzee
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Re: Fpse for Android Discussion/Feedback

Postby deejayzee » Mon Aug 27, 2012 11:44 am

schtruck wrote:- Jellybean Screen filtering is not available now since they have implemented triple buffuring. Just hope they will propose it in the Next update of JB


Screenfiltering works, but only in monocore mode

deejayzee
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Re: Fpse for Android Discussion/Feedback

Postby deejayzee » Mon Aug 27, 2012 11:50 am

Kayann wrote:
Suggestions
- Fullscreen mode. This helps to avoid accidental button presses, however this would required some onscreen way of activating Fpse's own menu without using the android back button... which of course leads to:


Try GMD gesture control from market, it has ability to hide/show navigation bar with a gesture (the app requires root)

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Re: Fpse for Android Discussion/Feedback

Postby foleyjo » Mon Aug 27, 2012 12:55 pm

i900frenchaddict wrote:"garbage PS logo/text on startup" is usually just the sign of a bad ISO. Don't tell me some iso work in software, but do the "garbage PS logo/text on startup" in openGL only, that would be a real new problem here :shock:


Got to say then this is a real new problem.
I play the games fine in software mode but a lot of games have corruption on the boot screens when in open gl mode. I thought this was normal because the games themselves still load up

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Re: Fpse for Android Discussion/Feedback

Postby rblanca » Mon Aug 27, 2012 1:59 pm

thefitz wrote:
bluezeak wrote:I also have a powervr sgx 540, running @ 300 Mhz. TI OMAP 4430 1.0 Ghz.
what do you mean performance tanks - you mean opengl performance tanks? or does sofware mode tank also?

if you are talking about opengl, did you try turning on anti aliasing?

I mentioned this in other posts - when AA is on, it improves, but not to what the speeds were. Still a 33% reduction instead of 75%.

To be fair, Final Fantasy XI ran fine - but other games, particularly with full 3D landscapes, did not fare as well (Dragon Warrior VII, Vagrant Story, Grandia).

Legend of Dragoon was a consistent 60fps but now it's at 45fps.

This is all OpenGL - the Software mode looks and performs better than it ever has, and I apologize if I only seem to comment to complain. I'm running dual-core with screenfiltering (not much of a choice there :P) and it runs 60fps all the time.


Same for me on my Droid 3 on any newest reversion than 0.11.29 (a couple days ago) become very slow (llike30 - 40 fps) with white things on screen, if you set AA on white things are fixed and fps become slight better (40 fps) but in 0.01.29 w/o AA there was no white things and fps was 50+...in other words, it was great. Please devs if your could do something it would be great. Thanks and sorry for my crappy english

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Re: Fpse for Android Discussion/Feedback

Postby schtruck » Mon Aug 27, 2012 2:57 pm

ok i think i found my mistake.... another stuff where still in opengl mode, which was set and necessary for opengl ES2..... i will switch it off then will release a new version in the evening.

sahwal

Re: Fpse for Android Discussion/Feedback

Postby sahwal » Mon Aug 27, 2012 3:09 pm

i found special screen size save not work.
it is bug, right?

:P


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