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Daxter cutscence and gameplay frame dips
06-07-2019, 08:28 AM
Post: #2
RE: Daxter cutscence and gameplay frame dips
If you're (ab)using texture scaling, your "lagginess" might come from that since there's probably no cpu maybe outside threadrippers or incoming 12-16 core ryzens that could handle all texture scaling algorithms at higher scaling without frame drops while it happens(usually when new things load), hell I think Hybrid based scaling would drop frames and lag even on future not yet existing cpu's despite being just xBRZ with some reverse AA that doesn't even look noticeably different.

If you aren't using texture scaling(especially hybrid ones which really imo should be removed/replaced with something usable) it's probably just how the game works or even how you perceive it and there will be no setting affecting it.

In the latter case 60 fps patch(applied to the game, not emulator) could help, but about those:
- someone would have to do it first and as far as I checked nobody did,
- most of the time 60fps patches will affect/break physics or other things since variables we want to patch to correct speed after unlocking fps are commonly optimized by compiler and reused for many other, sometimes even completely unrelated things resulting in poorer experience despite smoother animations.

http://forums.ppsspp.org/showthread.php?tid=6594 - Custom PPSSPP Shaders!
http://forums.ppsspp.org/showthread.php?tid=3590&pid=117172#pid117172 - simple CE scripts to help creating CWCheats,
https://github.com/LunaMoo/PPSSPP_workarounds - CWCheat workarounds.
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RE: Daxter cutscence and gameplay frame dips - LunaMoo - 06-07-2019 08:28 AM

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