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PPSSPP Feature Request Page
05-31-2018, 03:04 PM
Post: #1471
RE: PPSSPP Feature Request Page
I would like the ability to disable the non-integer scaling of the video.
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05-31-2018, 04:53 PM
Post: #1472
RE: PPSSPP Feature Request Page
@Ultor just use display layout editor and switch it to manual where you can set any integer scaling you want and place it around the view where you want.:]

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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05-31-2018, 07:00 PM (This post was last modified: 05-31-2018 08:58 PM by I needs Help.)
Post: #1473
RE: PPSSPP Feature Request Page
Pertaining to the mobile versions, has a gamesave share feature already been requested? How about the ability to download a game thats being shared/streamed to you? How about mirror screen for the ios version (android already has a mirror screen feature that isn't restricted to the devices it can stream to). Also remove or increase the max size limit for buttons.
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06-04-2018, 08:36 AM
Post: #1474
RE: PPSSPP Feature Request Page
(android request) add an option that when you press power button to turn off display to save battery life, it will not pause/halt the ppsspp, causing adhoc connection with another device to disconnect.

very useful in games like Final Fantasy type-0. where you need long hours of intrusion and the other device does not need to be controlled.
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06-15-2018, 01:33 PM
Post: #1475
RE: PPSSPP Feature Request Page
I'd like to request an option to have PPSSPP display the filenames for games on the front-end screen (list view) rather than the internal names. Maybe a setting in the INI file?

Sorry if this has been requested before. I flipped through all 99 pages and searched each one for "filename", but didn't see anything similar.
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06-15-2018, 05:11 PM
Post: #1476
RE: PPSSPP Feature Request Page
As far as I can tell,those are implemented 34,38,39,63,71,74,87,95,102,110,113 and 45 is half implemented.

Using PPSSPP on Windows 7 x64 SP1
i7 4771 3.5Ghz,GTX750TI,16GB RAM

Batch iso <=> cso converter
http://forums.ppsspp.org/showthread.php?tid=5384
Save Game\States Manager
http://forums.ppsspp.org/showthread.php?tid=5516
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07-25-2018, 06:52 AM
Post: #1477
RE: PPSSPP Feature Request Page
request i want is a renamer. after i drag\drop a cso\iso, i want to go rename the file based on what i see in the titlebar.
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07-25-2018, 03:56 PM
Post: #1478
RE: PPSSPP Feature Request Page
(07-25-2018 06:52 AM)timmy30274 Wrote:  request i want is a renamer. after i drag\drop a cso\iso, i want to go rename the file based on what i see in the titlebar.

Shouldn't you actually know what you are about to play on your system? I cant imagine many or any people at all who don't know what they are about to play.

Everything is Hitsuzen!
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10-21-2018, 08:30 PM (This post was last modified: 10-21-2018 08:36 PM by shinra358.)
Post: #1479
RE: PPSSPP Feature Request Page
Can we finally get the option to remove the bit that restricts xbrz since ppsspp is so fast at 10x resolution with xbrz on now? I would like to play FFT and SFA3Max without flickering sprites.

In the retroarch core version, this bit even restricts external shaders and cause the same issue.


What bit am I talking about? this: https://forums.ppsspp.org/showthread.php?tid=22128
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Yesterday, 04:13 AM
Post: #1480
RE: PPSSPP Feature Request Page
RA extra features are unrelated to actual PPSSPP, if someone added some feature there and decided to limit it same way, it's their decision, most likely if it behaves same way it's probably just same feature renamed for no reason, RA is famous for awful UI and weird option naming.

PPSSPP as of now does not have a GPU based texture scaling at least not officially, there is this branch which does it on the gpu and works well enough for some games, but even through gpu is much faster at scaling, doing it in real time also requires much more powerful hardware(heavily differs per game and resolution used).
My personal builds includes that realtime texture scaling if you want to check it(D3D11 backend required, but it's pretty much best on windows anyway).

As of the old CPU based texture scaling, nothing really changed outside of the fact that it's slower on Vulkan backend which became default from some time, so in reality scaling for most people became slower, not faster;p, the only reason most people will not notice is exactly because of those limits still being in place and that just proves they should still be there.
Even on modern desktop cpu's ppsspp's texture scaling can easily cause stutter or frame drops depending on game, multiplier, resolution used and algorithm choosen for scaling. Just because fps display will show max fps, doesn't mean it's smooth and unfortunately a lot of people don't realize the problems they're experiencing might be caused by texture scaling, allowing it without limits is just asking for trouble especially when most popular psp games are also among the most demanding ones.

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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