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Breath Of Fire III
07-01-2017, 04:15 AM
Post: #76
RE: Breath Of Fire III
Make sure you have buffered rendering and simulate block transfers on, and also make sure that "disable slower effects" is not enabled.

-[Unknown]
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07-01-2017, 02:12 PM
Post: #77
RE: Breath Of Fire III
Thanks. That worked a treat.
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08-28-2018, 03:10 AM (This post was last modified: 08-28-2018 03:30 AM by Mkilbride.)
Post: #78
RE: Breath Of Fire III
So, an issue I noticed a few years ago when playing this still exists.

In Breath of Fire 3, Texture filtering doesn't seem to "move" with you.

i.e, a sprite looks nice and good...then as soon as you start moving it becomes unfiltered. If you stand still and wait a second, it becomes filtered again.

I saw some other people mentioning this years ago as well and still seems to be no fix. Anyone got any ideas?

https://forums.ppsspp.org/showthread.php?tid=12531

Thread about it.
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08-28-2018, 08:08 AM
Post: #79
RE: Breath Of Fire III
Not a bug and it's scaling not texture filtering, if you don't want it to change just disable texture scaling. And if you really need upscaling, use an upscaling post proces shader like 5xBR or a custom branch with realtime texture scaling(much more demanding).

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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08-28-2018, 06:29 PM
Post: #80
RE: Breath Of Fire III
(08-28-2018 08:08 AM)LunaMoo Wrote:  Not a bug and it's scaling not texture filtering, if you don't want it to change just disable texture scaling. And if you really need upscaling, use an upscaling post proces shader like 5xBR or a custom branch with realtime texture scaling(much more demanding).

Disabling texture scaling doesn't fix it either though. It happens XBR shaders as well.

Real time texture scaling branches? Got any links?
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08-28-2018, 11:05 PM
Post: #81
RE: Breath Of Fire III
I don't experience any filtering nor as a matter of fact scaling turning off within this game, however it flickers every once in a while which is pretty awful and I wouldn't consider it enjoyable to play, meaning not going to spend my free time on testing it;p.

Post process scaling should always be active, it can't "deactivate" itself, so your problems might be backend specific, I only tried d3d11, but can guess vulkan might have more issues as not only it's still somewhat new aka buggy, drivers often sucks for it and it's results might differ quite a lot between different people.



By "realtime texture scaling" I meant aliaspider:rtscale branch, I merged it to my private ppsspp version in here which currently is updated up to latest ppsspp version however my branch has a lot of different changes as well, including hacks, features and personalized defaults.

Normally texture scaling is processed by CPU, applied per texture and cached. It's reasonably fast(at least xBRZ, other methods sucks), through it can show textures gaining resolution with a delay similar to unreal engine games and it can skip scaling some textures completely as otherwise it would become extremely demanding in a lot of games.

Post process shader scaling is done by GPU, but applied to everything at once, it's also applied only to x1 res which makes 3D graphics ugly and 2D graphics in non psp native resolutions will also be inferior, but at least it's fast and works for everything even tiled textures which will become glitchy when applying any per texture filter(Street Fighter looks awful with per texture scaling for example).

Realtime texture scaling is done on GPU which should be fast as well, however it's per texture and not cached in any way, since there might be quite a lot of textures in use every frame, it makes it very heavy outside of few lighter games like for example some Harvest Moon game.

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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08-29-2018, 12:02 AM (This post was last modified: 08-29-2018 12:10 AM by Mkilbride.)
Post: #82
RE: Breath Of Fire III
I don't have the flickering when I use Vulkan actually. Thanks for the rest of the info though. In your build, at least for me, texture filtering doesn't work at all. Tried it cached or real time. WOuldn't go on. Weird.
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08-29-2018, 12:30 AM (This post was last modified: 08-29-2018 12:35 AM by LunaMoo.)
Post: #83
RE: Breath Of Fire III
It's texture scaling, texture filtering is a separate thing and the two should not be confused. Realtime texture scaling requires additional filters which come with the emu, copying just exe to existing PPSSPP folder will not be enough.

Anyway it's probably one of the following things:
- vulkan backend (try different backend),
- your gpu driver (try different driver or disable all gpu driver hacks/overrides),
- x1 render resolution(scaling requires ~ and is limited by ~ increased rendering resolution, hence it will never work with upscaling post process shaders which force 1x res, it will also not work if 1x res is manually selected and no other override is in place like SSAA shader),
- lack of enough vram(dropping multiplier can help in this case, as far as I remember BoF required quite a lot of vram compared to simpler games - ie. 3D ones and it might differ widely depending on the scene, x5 scaling would equal to 25 times higher Vram usage which easily could go really bad really fast, even on modern GPUs that tends to have > 4gb of vram ~ I know an animation in some other 2D game ~Sakura Taisen 1 & 2~ which requires 6gb and that's without scaling;p), depending on the brand of the gpu, not enough vram might:
a) stop scaling and crash or show some other problems ~ nvidia, intel,
b) eat up as much system RAM as necessary, slowing down in the process ~ amd.

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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08-29-2018, 01:23 AM
Post: #84
RE: Breath Of Fire III
Alright then, guess I'll just deal with it.
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