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Re: Fpse for Android Discussion/Feedback

Posted: Sat Apr 11, 2015 2:37 pm
by crualfoxhound
schtruck wrote:what options set into video?


Framelimiter
Print fps
Off screan drawing
Frame texture

Re: Fpse for Android Discussion/Feedback

Posted: Sat Apr 11, 2015 4:56 pm
by radji
Played around with the settings more in FF9. Tried the OpenGL Soft Advanced again. Didn't realize you could change the shaders. Changed them from their default HQ3X to HQ4X and the pixelation and choppiness went away. Game runs much smoother, other than the OpenGL soft advanced does not render in HD like the OpenGL HD does.

Played thru a bit more and I realized the sound effect are all weird. Before it was just the sound in the cutscenes. No crackling, just distorted. I've tried it with reverb and pitch effects on/off, no change.

Re: Fpse for Android Discussion/Feedback

Posted: Sat Apr 11, 2015 6:29 pm
by schtruck
ok and if you set frameskipping, you still have problem in sound?

Re: Fpse for Android Discussion/Feedback

Posted: Sat Apr 11, 2015 6:41 pm
by radji
schtruck wrote:ok and if you set frameskipping, you still have problem in sound?

Correct. Frameskipping does not improve the sound.

Re: Fpse for Android Discussion/Feedback

Posted: Sat Apr 11, 2015 9:52 pm
by schtruck
then an audio record will help us a lot. we need to hear and compare

Re: Fpse for Android Discussion/Feedback

Posted: Sat Apr 11, 2015 11:00 pm
by radji
schtruck wrote:then an audio record will help us a lot. we need to hear and compare

Uploaded the video to my GDrive and sent the link to your gmail. Took a while to find a screen recorder that would work with Android 5.0 and record sound. :roll:

I did notice that when played thru the video, it crackles way more than I thought it did. My settings are as follows:

Video Mode: OpenGL High Definition (OpenGL soft advanced would freeze at the first save moogle)
Audio Latency: 200
Audio Settings: ✓ SPUsync
Video Settings
✓ Force Landscape Orientation
✓Adjust Framebuffer Access
✓Special Upload Detection
✓Offscreen Drawing
✓Alpha Multipass
✓Anti Aliasing
✓Special Frame Limiter
✓Busy Fix
✓G4 Polygon cache
✓Qualcomm Processors Fix

I can't the Print FPS to stay on anymore in any video mode. It always unchecks. But I know it says I'm getting around 55-60 fps (from prior print FPS trials). Most of these settings I have to recheck everytime I open the app, they don't save for the next time.

Again, I am running Android 5.0.1 on my HTC M8.

Re: Fpse for Android Discussion/Feedback

Posted: Tue Apr 14, 2015 8:02 am
by schtruck
Hmm that s too much for ff9

Normaly necessary options are framelimiter (not the old one) and offscreen drawing. And eventually antialiasing.
Uncheck all other options Because they use more cpu...

Re: Fpse for Android Discussion/Feedback

Posted: Tue Apr 14, 2015 8:35 am
by radji
I thought Alpha Multipass, Offscreen Drawing, and Special FrameLimiter were the bare minimum required for FF9 to run smoothly?

Re: Fpse for Android Discussion/Feedback

Posted: Tue Apr 14, 2015 2:50 pm
by thefitz
To be honest, if you plan on using FPse to play hardware-demanding games like Squaresoft games, I strongly suggest using High Definition Software with the HQ4X shader instead of OpenGL. Frankly, it's the only way you're going to be able to play Xenogears, and it looks amazing.

I don't want to praise/crap on other emus on this thread but I think every PSX emulator on the market has an advantage and a disadvantage. FPse's advantage is the High Definition Software, not OpenGL, and I use it with High Definition Software exclusively. I do not bother with it for OpenGL.

Re: Fpse for Android Discussion/Feedback

Posted: Tue Apr 14, 2015 9:40 pm
by schtruck
i'm working on optimisation for everything, so just wait and see the next version...