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Gundam vs Gundam Next PLUS - NPJH50107
#21
(12-14-2012, 11:00 AM)gespenst Wrote:
Quote:Could you check if the problem was introduced by r2877?
Does the option "disable optimized VertexInfo reading" help?
The problem exists in r2877. Disabling optimized vertexinfo reading fixes the problem (both in 2877 and 2927). Thanks.
and in r2876? (to check if it was introduced by r2877)
Always include a complete log file at INFO level in your reports. Thanks! How to post a log
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#22
(12-14-2012, 11:19 AM)gid15 Wrote:
(12-14-2012, 11:00 AM)gespenst Wrote:
Quote:Could you check if the problem was introduced by r2877?
Does the option "disable optimized VertexInfo reading" help?
The problem exists in r2877. Disabling optimized vertexinfo reading fixes the problem (both in 2877 and 2927). Thanks.
and in r2876? (to check if it was introduced by r2877)
Nope.
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#23
(12-14-2012, 09:09 AM)gespenst Wrote: JPCSP r2927 - Spiky polygon syndrome (or whatever it called) presents
Does r2928 help for this issue?
Always include a complete log file at INFO level in your reports. Thanks! How to post a log
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#24
r2929

Once "Use shaders" is active.
   

"Use shaders" + "Disable optimized VertexInfo"
   

-----------------------

I believe that speed is better with shaders, can't tell atm for sure, since my CPU is quite heavy loaded. Angel

[Image: 2486220.png]
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#25
Forgot to mention; activating only GE graphics gives speedboost, but makes the screen blinking all the time like crazy (both in menu and gameplay).
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#26
emunewz internals 
Editing my posts about the software renderer bug which was explained by gid15.

Just disable vertex cache.
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#27
I think jpcsp run this game quite fast by use this settings:

[X] Use vertex cache
[X] Use shaders
[X] Enable saving GE screen to textures instead of memory
[X] Ignore invalid memory access
[X] Ignore unmapped imports
[50] maximum method size
about 100% to 150% speed but it broken Gundam.
   

If disable vertex cache,
it fix the problem, but jpcsp just run in 50% to 75% speed.
   

Could someone find a way to make jpcsp run in 100% speed and not broken Gundam?
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#28
(01-16-2014, 02:10 PM)onelight Wrote: I think jpcsp run this game quite fast by use this settings:

[X] Use vertex cache
[X] Use shaders
[X] Enable saving GE screen to textures instead of memory
[X] Ignore invalid memory access
[X] Ignore unmapped imports
[50] maximum method size
about 100% to 150% speed but it broken Gundam.


If disable vertex cache,
it fix the problem, but jpcsp just run in 50% to 75% speed.


Could someone find a way to make jpcsp run in 100% speed and not broken Gundam?

Thanks for reporting this. Could you please add a couple more screenshots with the differences? It should give a better idea of which graphics are having issues.
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#29
(01-16-2014, 03:09 PM)Hykem Wrote:
(01-16-2014, 02:10 PM)onelight Wrote: I think jpcsp run this game quite fast by use this settings:

[X] Use vertex cache
[X] Use shaders
[X] Enable saving GE screen to textures instead of memory
[X] Ignore invalid memory access
[X] Ignore unmapped imports
[50] maximum method size
about 100% to 150% speed but it broken Gundam.


If disable vertex cache,
it fix the problem, but jpcsp just run in 50% to 75% speed.


Could someone find a way to make jpcsp run in 100% speed and not broken Gundam?

Thanks for reporting this. Could you please add a couple more screenshots with the differences? It should give a better idea of which graphics are having issues.

OK, more screenshots and log

Use vertex cache
   
   
   
log

.zip   next plus log2.zip (Size: 364.85 KB / Downloads: 94)

disable vertex cache
   
   
   
log

.zip   next plus log1.zip (Size: 364.36 KB / Downloads: 100)

The other bug is this game Can't connect two computers in LAN via AdHoc Multiplayer http://www.emunewz.net/forum/showthread....797&page=6
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#30
test r3485
I try another settings, now I can run this game more than 100% speed.
just
[X] Enable saving GE screen to textures instead of memory
[X] Disable optimized VertexInfo reading (may improve compatibility)

http://www.tudou.com/programs/view/h8ofR3VvgWo/
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