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Release of External Software Rendering for JPCSP
#41
is that also checked on a true psp? because I cannot totally trust OpenGL version to be 100% compliant with the same rendering on a true PSP.
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#42
(06-10-2014, 10:33 AM)hlide Wrote: is that also checked on a true psp? because I cannot totally trust OpenGL version to be 100% compliant with the same rendering on a true PSP.
screenshot from PSP
   
   
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#43
(06-09-2014, 06:47 AM)onelight Wrote: but bring another color bug
External Software Rendering
Could you test the external software renderer 374c75a (should be available soon under "Live Downloads")? I'm trying to identify if this is related to a wrong lighting model.
Always include a complete log file at INFO level in your reports. Thanks! How to post a log
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#44
BTW
[X] Use vertex cache
[X] Use shaders
[X] Enable saving GE screen to textures instead of memory
is the fastest settings I found, but everything is broken (eg wings, legs )
   

[X] Enable saving GE screen to textures instead of memory
[X] Disable optimized VertexInfo reading (may improve compatibility)
is the faster, best settings I found
   
I'm wondering the GPU Load, is the height GPU Load fixed the broken wings and legs and also make jpcsp run faster.
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#45
(06-10-2014, 03:32 PM)onelight Wrote: BTW
[X] Use vertex cache
[X] Use shaders
[X] Enable saving GE screen to textures instead of memory
is the fastest settings I found, but everything is broken (eg wings, legs )
As far as I know those options have nothing to do with the external software renderer. They sounds more like optimizations for OpenGL renderer.

(06-10-2014, 03:32 PM)onelight Wrote: [X] Enable saving GE screen to textures instead of memory
[X] Disable optimized VertexInfo reading (may improve compatibility)
is the faster, best settings I found
Again, same remark here.
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#46
(06-10-2014, 07:16 PM)hlide Wrote:
(06-10-2014, 03:32 PM)onelight Wrote: BTW
[X] Use vertex cache
[X] Use shaders
[X] Enable saving GE screen to textures instead of memory
is the fastest settings I found, but everything is broken (eg wings, legs )
As far as I know those options have nothing to do with the external software renderer. They sounds more like optimizations for OpenGL renderer.

(06-10-2014, 03:32 PM)onelight Wrote: [X] Enable saving GE screen to textures instead of memory
[X] Disable optimized VertexInfo reading (may improve compatibility)
is the faster, best settings I found
Again, same remark here.
those settings is test with opengl. That is why I wrote "BTW"

Test New jpcsp software renderer plugin revision e90f30c
thinks to update it
   
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#47
test Phantasy Star Portable 2
speed is good(almost 80%-100%), but just 10 FPS
and the ground will broken sometime, you can see what is under the ground
[Image: attachment.php?aid=16644]
[Image: attachment.php?aid=16641]
[Image: attachment.php?aid=16642]
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#48
When it's going to be released xD it will be better than all psp emulators there :O
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#49
(06-14-2014, 02:22 PM)onelight Wrote: test Phantasy Star Portable 2
speed is good(almost 80%-100%), but just 10 FPS
and the ground will broken sometime, you can see what is under the ground
The problems with the broken ground might be fixed by the new release of the external software renderer 0d92847. I've implemented the missing triangle clipping.
Always include a complete log file at INFO level in your reports. Thanks! How to post a log
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#50
(07-25-2014, 05:16 PM)gid15 Wrote:
(06-14-2014, 02:22 PM)onelight Wrote: test Phantasy Star Portable 2
speed is good(almost 80%-100%), but just 10 FPS
and the ground will broken sometime, you can see what is under the ground
The problems with the broken ground might be fixed by the new release of the external software renderer 0d92847. I've implemented the missing triangle clipping.

Think you, fixed broken ground.
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