Fpse for Android News

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radji
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Re: Fpse for Android Discussion/Feedback

Postby radji » Sat Apr 11, 2015 11:00 pm

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.

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schtruck
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Re: Fpse for Android Discussion/Feedback

Postby schtruck » Tue Apr 14, 2015 8:02 am

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...

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radji
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Re: Fpse for Android Discussion/Feedback

Postby radji » Tue Apr 14, 2015 8:35 am

I thought Alpha Multipass, Offscreen Drawing, and Special FrameLimiter were the bare minimum required for FF9 to run smoothly?

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Re: Fpse for Android Discussion/Feedback

Postby thefitz » Tue Apr 14, 2015 2:50 pm

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.

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schtruck
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Re: Fpse for Android Discussion/Feedback

Postby schtruck » Tue Apr 14, 2015 9:40 pm

i'm working on optimisation for everything, so just wait and see the next version...

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radji
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Re: Fpse for Android Discussion/Feedback

Postby radji » Tue Apr 14, 2015 9:53 pm

schtruck wrote:i'm working on optimisation for everything, so just wait and see the next version...

You don't mean the release just posted to Play Store? 0.11.165?

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schtruck
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Re: Fpse for Android Discussion/Feedback

Postby schtruck » Tue Apr 14, 2015 9:53 pm

No new one

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radji
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Re: Fpse for Android Discussion/Feedback

Postby radji » Wed Apr 15, 2015 1:03 am

With this be the next version update or a major version release in the future?

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schtruck
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Re: Fpse for Android Discussion/Feedback

Postby schtruck » Thu Apr 16, 2015 11:16 am

i need to release a new version with somes fixes but it will include somes optimisations.

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Re: Fpse for Android Discussion/Feedback

Postby schtruck » Thu Apr 16, 2015 9:39 pm

ok in few hours i'll push a new version , which will include many fixes and is faster in opengl mode. i have added a cool feature from MISC/Path which will let you set any Path to add to the FPse internal files browser and the scan directory.

Tested with a big USB Key and it works very well. i suppose it can be used to choose Network drive too.


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