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Ratchet & Clank: Size Matters
05-02-2015, 10:44 AM
Post: #76
RE: Ratchet and Clank Non buffered rendering problem.
Think about this for a second. Buffered rendering which doesn't use much more cpu power than Non-Buffered rendering is slower and your cpu does not heat up? What does that tell you? (hint: you're likely GPU-bound)

And no PPSSPP on ARM CPUs is not just a dumb cross-compilation but has its own dedicated recompiler for the platform.

As for "updating non-buffered", non-buffered rendering is not expected to ever be without artifacts and errors, since it is essentially a hack to help out systems with weak GPUs.

You can try to play around with frameskipping and lower the rendering resolution to get acceptable results with buffered rendering
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05-02-2015, 01:40 PM
Post: #77
RE: Ratchet & Clank: Size Matters
Merged.

♦ Intel Core i7-6700HQ | 16 GB RAM | NVIDIA GeForce GTX 960M | Debian Testing
♦ Intel Core i7-2630QM | 4 GB RAM | NVIDIA GeForce GT 540M | Debian Testing
♦ PSP-3004 | 6.60 PRO-C2
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05-04-2015, 01:44 PM
Post: #78
RE: Ratchet & Clank: Size Matters
Well so far on the latest version the game works fine without graphical problems or crashes. The only problem I have is that sometimes (happened maybe 3 times so far and I just finished Techonomites planet) after a cutscene there is a horrible screeching noise during a level. The way I get around that is by loading my last save and the noise just disappears.
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06-14-2016, 03:39 AM
Post: #79
RE: Ratchet & Clank: Size Matters
There's an issue with depth processing of some effects. For example in the factory level (like 3rd or 4th planet) a smoke effect in a location is seen a mile away (as in it doesn't get blocked by all the object before it). Forcing depth in the hacks kinda erases it, but not nearly enough to make it unnoticeable.
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07-05-2016, 03:07 AM
Post: #80
RE: Ratchet & Clank: Size Matters
(06-14-2016 03:39 AM)Avatarass Wrote:  There's an issue with depth processing of some effects. For example in the factory level (like 3rd or 4th planet) a smoke effect in a location is seen a mile away (as in it doesn't get blocked by all the object before it). Forcing depth in the hacks kinda erases it, but not nearly enough to make it unnoticeable.

I just noticed this too. The easiest place to see it is in the first area, at the waterfall.

I know what causes it, but AFAICT there is currently no setting to fix it.

It specifically happens for effects that are rendered in lower-resolution (a fill-rate optimization for large particles, I think this game uses 1/3rd x 1/3rd size). This effect is implemented like so:
1) Render the scene normally.
2) Copy the scene depth buffer to a lower resolution depth buffer.
3) Render low-resolution particles to a lower resolution color buffer, testing against the low-resolution depth buffer.
4) Add the low-resolution color buffer back to the scene.

It would appear all the steps are working, except for #2 where it copies the scene depth. Without the scene depth, the low-resolution particles show up through geometry, as if with disabled depth test.

Read-from-depth is a relatively common technique, so if it's not working I could see this being a graphical problem with several games.
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08-18-2016, 01:05 PM
Post: #81
RE: Ratchet & Clank: Size Matters
Is it fully playable ?
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09-01-2016, 10:54 AM
Post: #82
RE: Ratchet & Clank: Size Matters
Hey, i couldn't bother going through all these 6 pages, so i'll just throw it here. I am playing on my Android device with PPSSPP version 1.2.2. The game plays normally, but it lags with "Disable Slower Effects" unchecked. When i check it, the game runs nearly smooth and is playable, but the screen is filled with glowing colors and it's very annoying.
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05-28-2017, 12:26 PM
Post: #83
RE: Ratchet & Clank: Size Matters
Yes I have that problem too except it was jak and daxter tlf it was black screen so I checkedchecked disable slower effects and it worked but the screen is blooming its so irritating please help and also If I off the buffering the game is fast but when I break stuff or something explodes it goes black for a second so I tried buffering yet its still blooming please help
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