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Re: Fpse for Android Discussion/Feedback

Posted: Mon Apr 20, 2015 11:52 am
by Q8-V08
Sometimes when switching between the plugins or stopping and restarting fpse again,
the device slightly slows down and I get a strange ripple effect when scrolling in other apps,
the ripple effect doesn't go away unless I reboot.

Re: Fpse for Android Discussion/Feedback

Posted: Mon Apr 20, 2015 2:48 pm
by Laska
Q8-V08 wrote:Sometimes when switching between the plugins or stopping and restarting fpse again,
the device slightly slows down and I get a strange ripple effect when scrolling in other apps,
the ripple effect doesn't go away unless I reboot.


I have also noticed this strange behaviour...

Re: Fpse for Android Discussion/Feedback

Posted: Tue Apr 21, 2015 6:35 am
by Q8-V08
I've also found it nearly always happens when changing the force resolution.
I made a video of the rippling, not sure how well the video shows it but you should be able to see the R and e rising above and below eachover in Re: Fpse for Android Discussion/Feedback

https://vid.me/bMKY

Re: Fpse for Android Discussion/Feedback

Posted: Tue Apr 21, 2015 10:10 am
by schtruck
Hmm. I checked suikuden 2 problem and this game need strangely a different timing... it s like they dont use the vsync and this game could run at max speed which mean close to 70fps on a ps1.

Force the framerate to 70fps and videos look like good as well as game.

Re: Fpse for Android Discussion/Feedback

Posted: Wed Apr 22, 2015 3:10 am
by radji
Still getting sound distortion. It's occurs on headphones as well, so it's not a speaker issue.

Also, on OpenGL Soft Advanced, how do I get the plugin to render at higher resolution? I'm using the HQ4X scaler shader and have the HD resolution set to 4x. Yet the polygon rendering is very grainy.

My screen resolution is 1920 x 1080.

Re: Fpse for Android Discussion/Feedback

Posted: Thu Apr 23, 2015 7:32 pm
by thefitz
I don't think OpenGL Soft Advanced operates at a higher resolution - Software HD Mode looks amazing with HQ4X mode with screenfiltering off (too blurry otherwise).

Re: Fpse for Android Discussion/Feedback

Posted: Fri Apr 24, 2015 1:04 pm
by Q8-V08
Agreed screenfiltering has little to no effect in Software HD and looks worse with it applied,
screenfiltering on the OpenGL Soft Advanced and Software Smoother image do look noticeably better with it applied
in 2d background games though, but it blurs 3d to buggery because of the lower resolution than the OpenGL HD if
the OpenGL HD had screenfiltering it'd be perfect.

Re: Fpse for Android Discussion/Feedback

Posted: Fri Apr 24, 2015 3:35 pm
by schtruck
for the next update, still news improvement , fixes and features.

for example i have added unecm processing , not included into FPse as it's GPL licensed, but come with Libraries downloaded.

By pressing Back then load an ecm, FPse will uncompress it and load it in advanced mode or just refresh cover menu to show it.

FPse check if it can write ISO to the same placed of the ecm file, if not it will write it to internal storage.

i choosen this way instead of reading in realtime this format coz it take too much cpu and i think it's better to wait 30sec to uncompress such format which was initially only an archiving format, never aimed to be uncompressed sequentially. somes tried to implement pre indexing but believe me it's far to be complete and this surely cause problems in many games

Re: Fpse for Android Discussion/Feedback

Posted: Fri Apr 24, 2015 7:02 pm
by thefitz
Q8-V08 wrote:if the OpenGL HD had screenfiltering it'd be perfect.

It does - it's called Anti-Aliasing :lol:

Re: Fpse for Android Discussion/Feedback

Posted: Sat Apr 25, 2015 12:54 am
by Q8-V08
thefitz wrote:
Q8-V08 wrote:if the OpenGL HD had screenfiltering it'd be perfect.

It does - it's called Anti-Aliasing :lol:


No it's not all Anti-Aliasing does is upscale the virtual mipmaps to a higher resolution so the textures applied to 3d models don't look pixelated, it doesn't effect 2d backgrounds which is what the full screenfilter is for :roll: