Open daniel229 opened 8 years ago
Well, then, now we know why it's slow in OpenGL.
I wonder if we can detect in some way that we don't need depth here...
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i can play it on my samsung galaxy s6 edge new version speed is better than before u need to turn off block transfer use fast foward for enter battle i use touch screen its easy for me for that game i am in dhaos castle futer and it will crash one of abilty is enemys one spell is demon summon this one will crash the game.
http://aselia.wikia.com/wiki/Summon_Demon look at this website u find the enemy use demon summon its will crash the emulator.
Demon summon looks fine here.
thats full voice version try cross editon version
u using pause magic cross editon no more magic pause at all.
Still looks good.
Does pause magic mean time stop,that looks fine too.Which version are you using,If not the latest one,try update it from http://buildbot.orphis.net/ppsspp/index.php , and play with default setting.
are using upscale or not i am using upscale on my samsung galaxy s6 edge tales of phantasia cross edition upscale makes games crashes or not just want to know
Fine with xbrz,and with muttithreaded is also good,Are you load save from gamesave not the savestate.Savestate may do thing wrong sometime.
Has this improved at all in Vulkan? Still need to investigate if there's a heuristic we can apply to avoid the depth blit here.
I did have the idea of sharing depth buffers for 565 buffers, which aren't terribly common. I wonder what this game uses...
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i tried it new build on my laptop battle entry on vulkan to start battle takes about 13 secs real psp if u set on cw cheat 333mhz cpu battle entry is 1 sec
Some portion of the problem here - the largest part on Vulkan / desktop - is caused by the limit max FPS setting. It seems to be triggering here and causing a significant delay.
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This is slow in OpenGL for two reasons:
Mostly it's the draw calls, though...
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I think the multithreading has improved this situation, but it's still dropping below 30 fps on OpenGL. Vulkan takes it pretty well.
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During battle is different, this game renders in some annoying ways - maybe there's a way to improve. But the effect it uses to enter battle specifically used to be very slow, even on desktop.
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Running smooth both opengl and vulkan on my
Redmi Note 9 Mali-G52 GPU Helio G85 Processor
recording.ppdmp.zip
with a little bit of framedrop
Can we closed this or not yet?
This is also a GPU readbacks issue?
No, I don't think so. I'm not sure there's much to do here anyway.
Alway slow in OpenGL,slow in D3D9 since https://github.com/hrydgard/ppsspp/pull/8535