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[UPDATED]Beginners Guide
02-19-2018, 07:07 AM
Post: #136
RE: Beginners Guide
thanks for sharing , its really helpful post , keep it up . Smile
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03-05-2018, 10:49 AM
Post: #137
RE: Beginners Guide
(08-06-2013 07:22 PM)vnctdj Wrote:  I corrected a typo in the title of your thread : it's not "bennigers" but "beginners" Wink

thanks for sharing such a good post , its really help full us . Smile
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03-05-2018, 03:11 PM
Post: #138
RE: Beginners Guide
Nice guide... Thank you for sharing with us.It is really helpful
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04-13-2018, 10:23 AM
Post: #139
How do I convert my discs without a PSP?
My PSP has unfortunately broken and then got lost in the home (sad story, I know). Can I take the files off my UMDs without a PSP?
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04-16-2018, 03:36 AM
Post: #140
RE: [OUTDATED]Beginners Guide
It would be very difficult to find something that can read a UMD disc that is not a PSP, luckily used PSP systems are dirt cheap and very easy to put custom firmware on to rip UMD discs
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04-16-2018, 06:14 PM (This post was last modified: 04-16-2018 06:14 PM by GuilhermeGS2.)
Post: #141
RE: [UPDATED]Beginners Guide
UPDATED! Smile

Hope it's helpful.

Phone: Galaxy J7 J700M @1.7GHz OC

PC: Intel Core i5 3470 3.2GHz/8GB DDR3 1600MHz/NVIDIA GTX 660 2GB GDDR5 192-bit/Windows 10 Pro x64
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04-16-2018, 09:43 PM
Post: #142
RE: [UPDATED]Beginners Guide
Just read this guide and it has a lot of incorrect or confusing stuff, some examples that I see going from the bottom:
- rewind snapshot frequency - snapshots are savestates not saved on disc and the option doesn't select number of frames to be used for one, but how often they're made to choose between smooth or long "rewind",
- Force real clock sync - does NOT reduce fps to maintain stability, it merely makes the emulation more demanding which is a completely different thing even if the result on very slow devices will be alike, also it's even more apparent when combined with options that might add delays to framerate like texture scaling,
- I/O timing method, only host method is affected by speed of a storage device, both fast and simulate umd are incorrect and too fast, however still much slower than anything used to store data in modern day and should not "cause lags", loading speed doesn't differ much between them, but fast is breaking more games that depend on UMD read times like some popular Harvest Moon game,
- Fast memory - the description is written as the option does something which is causing problems to games, that's not true, if games are broken with it activated it means there's an emulation problem as all games are working that way on real PSP, most commonly it means a timing issue through and those might not be easy to fix since PPSSPP is way off with a lot of the timings,
- Enable server cmpatibility reports - doesn't specify that the reports are forcefully disabled when using hackish settings/cheats which is important since problems caused by such options are not emulation issues, but a tradeoff for performance/added functionality and as such they can't be fixed, if the option can't be activated users should NOT report issues, but instead try running the game with settings restored to default,
- Change mac address - doesn't need a warning, clicking on it generates a random number and will not break anything, it's really only needed in case of sharing config, fresh config has it randomized already and the chance of finding a dupe between people that play adhoc is smaller that finding two people using devices from some shady manufacturer with duplicated real MAC address,
- change pro adhoc server ip address - it should be specified that this has to be address of the device that runs the server,
- analog limiter - really confusing wording, that feature simply limits the max angle you can move thumbstick, doesn't do anything keyboard specific it's just a "walk key" so to speak,
- bluetooth friendly buffer - doesn't affect performance, it simply add's a lot of sound latency,
- show debugging statistics - should probably mention that it makes the emulator much more demanding,
- hack settings - not true anymore, we got rid of most of the dangerous hacks, timer hack allows to keep the speed at cost of lower framerate in some games, not recommended, disable stencil test - sometimes used to work around some still glitchy effects using stencil, in case of doubt not recommended such problems are rare anyway, lower resolution for effects - pretty much always set to balanced by me, it doesn't affect all games where it could help(where it simply does nothing), but significantly improve effects like bloom in games where it does work like Parasite Eve, God Eater or Assassin's Creed etc.,
- Texture filtering options - Anisotropic filtering doesn't improve sharpness, it corrects artifacts on textures that are drawn at angles it actually decreases sharpness, it looks much better through, also should mention that "Auto" is allow game to decide which in case of doubt is the best option,
- Texture scaling options - should probably mention that hybrid is much slower version of xBRZ that doesn't even differ that much and hybrid+bicubic mixes two counter productive effects which isn't all that great either while being extremely slow so "personal taste" is not the only reason to choose between those scalers, also those effects currently all run on cpu and all have performance limitations which will cause some textures to be upscaled with a delay and some others will never be upscaled by it, there's a branch that has a gpu scaling without such limitations, but that's unofficial;p,
- hardware tesselation - WRONG - it doesn't improve anything, the option uses tesselation to run curves on the GPU which in some cases(strong gpu with weak cpu) might be faster than running high quality curves on the CPU, but it might still be glitchy if I recall(aka look worse) and also it will be in pretty much all cases slower than simply running lower quality curves on the cpu,
- disabling slower effects - really badly worded, sounds like it disables effects that cause speed increase, but it really simply disables all effects which we consider "heavy" to emulate, disabling them will overall cause glitches in games that actually used those effects properly, it's just a stupid speedhack,
- lazy texture cache will more often than not CAUSE glitches, not fixing them;p
- Vertex Cache - it can also just as well reduce performance which does happen in quite a lot of popular games also this feature mostly benefits OGL, not much reason to activate it in any other backend,
- Software skinning - also can just as well reduce performance, it will differ per game,
- Rendering resolution - lacks the important info that all resolution above x1 will cause minor glitches in most games 2D graphics,
- Auto frameskipping - lacks the info that this option is limited to max as set through frameskipping,
- Skip buffer effects, buffer effects are in some games used for everything, not just tiny effects, meaning the option can and often will results in black screens and missing graphics, just another dumb speedhack,
- Buffered Rendering - some bad info there - 10x PSP is not equivalent of 4k res, 8x PSP is, anyway we can use higher resolution by using auto(if display res is higher ie 8k display would need 16x psp) or much higher by using SSAA(super sampling anti aliasing) shaders which are setting a multiplier of whatever "auto" would set, this currently has no upper limits and allows for crazy high rendering resolutions, but the only shader I added SSAA for currently is using x2(the flag can be used in pretty much any non-upscaling shader, blurry ones are recommended for actual SSAA effect through),
- Direct3D9/11 not true about being faster from OGL on AMD gpu's, the only thing AMD lacks with OGL performance is multithreaded driver, PPSSPP currently handles multithreading on it's own which makes AMD just as fast and potentially in some cases faster than the only comparable alternative - Nvidia, also should mention that D3D9 is worst backend, kept for compatibility with ancient hardware mostly laptops with integrated intel graphics,
- OpenGL as mentioned PPSSPP currently handles it's multithreading and overall was redesigned which made it faster even if we skip that and currently in some cases is faster than all the other backends, compatibility might vary through, it's not best in all games anymore, there are some cases where newer backends like D3D11 or Vulkan will look better,
- Vulkan in many cases isn't the fastest, it should be the lightest on the CPU and least driver dependant(really important on mobiles which drivers sucks) but actual performance will differ a lot between games and hardware, there are also awkward cases in some games like Medal of Honor where it's currently awfuly slow compared to any other backend.

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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04-17-2018, 04:32 AM
Post: #143
RE: [UPDATED]Beginners Guide
(04-16-2018 09:43 PM)LunaMoo Wrote:  Just read this guide and it has a lot of incorrect or confusing stuff, some examples that I see going from the bottom:
- rewind snapshot frequency - snapshots are savestates not saved on disc and the option doesn't select number of frames to be used for one, but how often they're made to choose between smooth or long "rewind",
- Force real clock sync - does NOT reduce fps to maintain stability, it merely makes the emulation more demanding which is a completely different thing even if the result on very slow devices will be alike, also it's even more apparent when combined with options that might add delays to framerate like texture scaling,
- I/O timing method, only host method is affected by speed of a storage device, both fast and simulate umd are incorrect and too fast, however still much slower than anything used to store data in modern day and should not "cause lags", loading speed doesn't differ much between them, but fast is breaking more games that depend on UMD read times like some popular Harvest Moon game,
- Fast memory - the description is written as the option does something which is causing problems to games, that's not true, if games are broken with it activated it means there's an emulation problem as all games are working that way on real PSP, most commonly it means a timing issue through and those might not be easy to fix since PPSSPP is way off with a lot of the timings,
- Enable server cmpatibility reports - doesn't specify that the reports are forcefully disabled when using hackish settings/cheats which is important since problems caused by such options are not emulation issues, but a tradeoff for performance/added functionality and as such they can't be fixed, if the option can't be activated users should NOT report issues, but instead try running the game with settings restored to default,
- Change mac address - doesn't need a warning, clicking on it generates a random number and will not break anything, it's really only needed in case of sharing config, fresh config has it randomized already and the chance of finding a dupe between people that play adhoc is smaller that finding two people using devices from some shady manufacturer with duplicated real MAC address,
- change pro adhoc server ip address - it should be specified that this has to be address of the device that runs the server,
- analog limiter - really confusing wording, that feature simply limits the max angle you can move thumbstick, doesn't do anything keyboard specific it's just a "walk key" so to speak,
- bluetooth friendly buffer - doesn't affect performance, it simply add's a lot of sound latency,
- show debugging statistics - should probably mention that it makes the emulator much more demanding,
- hack settings - not true anymore, we got rid of most of the dangerous hacks, timer hack allows to keep the speed at cost of lower framerate in some games, not recommended, disable stencil test - sometimes used to work around some still glitchy effects using stencil, in case of doubt not recommended such problems are rare anyway, lower resolution for effects - pretty much always set to balanced by me, it doesn't affect all games where it could help(where it simply does nothing), but significantly improve effects like bloom in games where it does work like Parasite Eve, God Eater or Assassin's Creed etc.,
- Texture filtering options - Anisotropic filtering doesn't improve sharpness, it corrects artifacts on textures that are drawn at angles it actually decreases sharpness, it looks much better through, also should mention that "Auto" is allow game to decide which in case of doubt is the best option,
- Texture scaling options - should probably mention that hybrid is much slower version of xBRZ that doesn't even differ that much and hybrid+bicubic mixes two counter productive effects which isn't all that great either while being extremely slow so "personal taste" is not the only reason to choose between those scalers, also those effects currently all run on cpu and all have performance limitations which will cause some textures to be upscaled with a delay and some others will never be upscaled by it, there's a branch that has a gpu scaling without such limitations, but that's unofficial;p,
- hardware tesselation - WRONG - it doesn't improve anything, the option uses tesselation to run curves on the GPU which in some cases(strong gpu with weak cpu) might be faster than running high quality curves on the CPU, but it might still be glitchy if I recall(aka look worse) and also it will be in pretty much all cases slower than simply running lower quality curves on the cpu,
- disabling slower effects - really badly worded, sounds like it disables effects that cause speed increase, but it really simply disables all effects which we consider "heavy" to emulate, disabling them will overall cause glitches in games that actually used those effects properly, it's just a stupid speedhack,
- lazy texture cache will more often than not CAUSE glitches, not fixing them;p
- Vertex Cache - it can also just as well reduce performance which does happen in quite a lot of popular games also this feature mostly benefits OGL, not much reason to activate it in any other backend,
- Software skinning - also can just as well reduce performance, it will differ per game,
- Rendering resolution - lacks the important info that all resolution above x1 will cause minor glitches in most games 2D graphics,
- Auto frameskipping - lacks the info that this option is limited to max as set through frameskipping,
- Skip buffer effects, buffer effects are in some games used for everything, not just tiny effects, meaning the option can and often will results in black screens and missing graphics, just another dumb speedhack,
- Buffered Rendering - some bad info there - 10x PSP is not equivalent of 4k res, 8x PSP is, anyway we can use higher resolution by using auto(if display res is higher ie 8k display would need 16x psp) or much higher by using SSAA(super sampling anti aliasing) shaders which are setting a multiplier of whatever "auto" would set, this currently has no upper limits and allows for crazy high rendering resolutions, but the only shader I added SSAA for currently is using x2(the flag can be used in pretty much any non-upscaling shader, blurry ones are recommended for actual SSAA effect through),
- Direct3D9/11 not true about being faster from OGL on AMD gpu's, the only thing AMD lacks with OGL performance is multithreaded driver, PPSSPP currently handles multithreading on it's own which makes AMD just as fast and potentially in some cases faster than the only comparable alternative - Nvidia, also should mention that D3D9 is worst backend, kept for compatibility with ancient hardware mostly laptops with integrated intel graphics,
- OpenGL as mentioned PPSSPP currently handles it's multithreading and overall was redesigned which made it faster even if we skip that and currently in some cases is faster than all the other backends, compatibility might vary through, it's not best in all games anymore, there are some cases where newer backends like D3D11 or Vulkan will look better,
- Vulkan in many cases isn't the fastest, it should be the lightest on the CPU and least driver dependant(really important on mobiles which drivers sucks) but actual performance will differ a lot between games and hardware, there are also awkward cases in some games like Medal of Honor where it's currently awfuly slow compared to any other backend.

Everything I wrote there was based on what I read here in the forums, other websties and according to my testings. The propurse of this guide is to explain things in a language that most people can understand with simple and short explanations, it's a beginners guide, not a tech guide, do you understand? I recognize there's some mistakes and forgoten things because I don't have much free time and this thread was very outdated and needed to add new options, but I'll fix them as soon as possible.

About backends: I haven't see any game that runs better on OpenGL than Vulkan, Vulkan can be still 2x faster than threading OpenGL running some games, at least on my hardware. I'm almost sure you never played PPSSPP or any other emulator on Intel iGPUs, do you? Don't forget that many users don't have dedicated graphic cards, many play on laptops with Intel iGPUs, which OpenGL driver really sucks, Direct3D (9 or 11) is hell faster than OpenGL (in every emulators that I tested). Vulkan still is faster than OpenGL for most cases on Android, even the drivers sucking for both.

People with powerful hardwares simply won't look for guides like this because they won't have any problem to run the emulator on default settings. This guide is mostly deticade for those who have slower PCs/laptops and mobile phones, you can notice that the screenshots were taken from my smartphone, the PC-only options aren't here.

Fast memory: I know some games that used to work before only with this option disabled, currently the only that I know is SAO Infinity Moment. Most games run fine with this.

Rendering resultion: 10x equivalent to 4K was really my mistake.

Skip buffer rendering: I'm aware of this, just forgot to mention. Also only fews games are unplayable with this. The said effects are the most noticeable, I didn't say they are the only.

Hardware tessellation: It's what I found about this arround the internet, didn't find anything specific about PPSSPP.

Disable slower effects: I didn't mentioned what kind of effects this disables, just that this can help to get speed boost in some cases, plus fixes issues that affects the gameplay on some Mali GPUs such as T720.

Thank you for the feedback. I'll fix some mistakes later.

Phone: Galaxy J7 J700M @1.7GHz OC

PC: Intel Core i5 3470 3.2GHz/8GB DDR3 1600MHz/NVIDIA GTX 660 2GB GDDR5 192-bit/Windows 10 Pro x64
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04-17-2018, 12:30 PM
Post: #144
RE: [UPDATED]Beginners Guide
@LunaMoo updated some informations. Is it ok?

Phone: Galaxy J7 J700M @1.7GHz OC

PC: Intel Core i5 3470 3.2GHz/8GB DDR3 1600MHz/NVIDIA GTX 660 2GB GDDR5 192-bit/Windows 10 Pro x64
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04-17-2018, 03:21 PM
Post: #145
RE: [UPDATED]Beginners Guide
You don't have to thank me in the guide;p, the goal shouldn't be to please me or anyone else, but to provide a nicely looking, well organized document that translates knowledge into easy to swallow words, imagine how PPSSPP UI would look if each option had a note thanking the person which implemented it.;p

Overall looking at it today I think you need to train your english a bit more as for now the ingrish is strong within this guide, if PPSSPP is popular in your country you could just write the guide in your native language and leave the english for some native speaker or cooperate with someone, through I don't really think a guide is required nowadays since ppsspp has tool tips explaining hardest to understand settings from within it's own UI.

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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04-17-2018, 05:24 PM
Post: #146
RE: [UPDATED]Beginners Guide
(04-17-2018 03:21 PM)LunaMoo Wrote:  You don't have to thank me in the guide;p, the goal shouldn't be to please me or anyone else, but to provide a nicely looking, well organized document that translates knowledge into easy to swallow words, imagine how PPSSPP UI would look if each option had a note thanking the person which implemented it.;p

Overall looking at it today I think you need to train your english a bit more as for now the ingrish is strong within this guide, if PPSSPP is popular in your country you could just write the guide in your native language and leave the english for some native speaker or cooperate with someone, through I don't really think a guide is required nowadays since ppsspp has tool tips explaining hardest to understand settings from within it's own UI.

I know my English is very bad, it's a way I found to train my English. Tongue

I also was going to suggest someone to add a self explanation in the emulator for every options, I don't think it would be too hard, but surely would need much work. I would do such a thing if I had a more advanced skills in programming and English. I guess it's better to me to start helping in PPSSPP's translation for my language, there's some poor translations there.

Phone: Galaxy J7 J700M @1.7GHz OC

PC: Intel Core i5 3470 3.2GHz/8GB DDR3 1600MHz/NVIDIA GTX 660 2GB GDDR5 192-bit/Windows 10 Pro x64
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