(06-09-2016, 01:48 AM)[Unknown] Wrote: Sorry, I often miss pops and clicks unless they're pretty obvious, since I don't have spectacular hearing. I know this game has some pitch issues still, so if it has pops and clicks I don't notice, I'm willing to believe it.
Not sure it's likely you'd run across 5 games with the same issue, since most games do not have the same pitch issues. Are you using default settings? If not, try reverting to defaults.
If you're using some wireless device or headset to play the audio, these usually introduce latency and cause problems. Additionally, if your display syncs at less than 60 fps (for example, Nexus 5 has apparently a firmware bug which causes a 58 fps refresh rate), you'll need to enable auto frameskipping or you WILL get pops and clicks in games that run at 60 fps (30 fps games should be fine.)
Otherwise, you should verify you're getting 100% speed. If you're not, you need to use frameskipping or turn down settings (like upscaling.) You can verify by enabling the FPS display in settings, set it to "Both." If it shows less than 100%, you'll probably get audio issues because PSP games produce sound realtime - if they aren't running realtime, the audio won't be smooth either.
-[Unknown]
I went ahead and got a ton of other ROMs to try. All of them suffer this same issue, and I believe you are correct that I may be miscategorizing the problems with the sounds on this (and other) games as a problem with a particular game or the sound processing when in fact it's an issue with the emulation process itself being a horrendously inefficient means of PSP graphics production - not with regards to this specific game but with all games. When there are issues with any emulated platform, they exhibit different symptoms. PPSSPP's appear to generate loud audio distortions (popping, clicking, and skipping) when slowdowns occur. Taking for example, PS1 or PS2, sound sample durations are physically increased in situations where problems exist, which is far less obnoxious than the popping in PSP games.
I have used default settings and tinkered with tons of other ones. I just don't think I'm meant to emulate PSP games. I'd believe an Adreno 320 in my SD600 might have a rough time with PSP games, but you'd really think a GT840M would be enough to hack literally any of them considering it's almost as fast as tons of the GPU's PPSSPP was built to run on. Failing that, my gaming rig's GTX560Ti can play Deadspace 3 maxed out at 40FPS and cannot handle this emulator running finalfantasy tactics skipping rendering 4 frames per second without clicking and popping like it's going to blow up which I find to be a little strange. The answer (in short) appears to be "skip tons of frames, because nothing short of a supercomputer can effectively run PPSSPP without hugely obvious sound issues... you know, or buy another PSP."
Thanks a ton for your help. These questions have probably been answered a billion times and I appreciate your relenting to doing so yet again with me.
Not sure, sounds like you have a special problem on your devices or the settings you're using. I see you've posted in another topic too.
FWIW, I've used a 9800 GT (although, on a 3.4 Ghz i7 ivy and 8GB of RAM) which could run most games at 1000% speed (when fast forwarding with fast forward frameskip disabled.) I've seen it run smoothly on older devices, and had people say it's running well with smooth sound. But then, I was using pretty much default settings.
Anyway, you seem to feel PPSSPP requires the most resources when compared to PS2 and Wii and etc. emulators. Although that's definitely an interesting and unique theory, I'm not sure I can help someone going off the rails like that. But you should probably keep to the other topic, since it doesn't sound like your issues have anything to do with this specific game - or probably any specific game.
(06-09-2016, 12:39 PM)[Unknown] Wrote: Not sure, sounds like you have a special problem on your devices or the settings you're using. I see you've posted in another topic too.
FWIW, I've used a 9800 GT (although, on a 3.4 Ghz i7 ivy and 8GB of RAM) which could run most games at 1000% speed (when fast forwarding with fast forward frameskip disabled.) I've seen it run smoothly on older devices, and had people say it's running well with smooth sound. But then, I was using pretty much default settings.
Anyway, you seem to feel PPSSPP requires the most resources when compared to PS2 and Wii and etc. emulators. Although that's definitely an interesting and unique theory, I'm not sure I can help someone going off the rails like that. But you should probably keep to the other topic, since it doesn't sound like your issues have anything to do with this specific game - or probably any specific game.
-[Unknown]
Interesting. I actually do not feel this way in the slightest, but we're all susceptible to misinterpretation. And you are correct, which is why I moved discussion to that topic with an explanation behind why. Hardly off the rails, but I guess that's dependent on who you ask. Anyway thanks again.
(03-12-2016, 06:52 AM)lexaduna Wrote: Hello, i have some problem with this game, can anyone please help me find solution?
I played with settings a bit and managed make game look preety and run on ok speed, but there is an annoying problem. Textures seems to "load-up" every time action happens, text-box appears. They looks pixelated and next moment, 1-2 seconds later - smooth. I attached some screenshots to illustrate it. How can i make them smooth all the time and not pixelated at the start? Thanks in advance, any suggestions are much appreciated!
Tick "Lazy Texture Cache" or something close
Im too lazy to check the setting's name if Im right or not
The way this options fixes it is by not smoothing the text box at all. It's definitely an improvement as the "load-up" was very distracting, but is there any way to force texture scaling always at all times?
The problem is, texture upscaling is actually an expensive process. Unless you're actually using a super computer you stole from some government agency, there's a pretty good chance your computer couldn't handle scaling all the textures on the screen - at least, not with acceptable FPS.
Because of this, upscaled textures are cached, and we scale what we can each frame. Whatever didn't make it gets scaled on a later frame, when there's time, so that FPS stays okay.
That's why they seem to "load up", because they are. It may be distracting, but FPS drops can be even more distracting.
The best solution (using a recent git build) is probably texture replacement. If you search the forum, there's a topic about it - basically, you (or someone else) can export upscaled PNGs of the game's textures, clean them up as necessary, etc. It's much faster to load a PNG than upscale a texture, so this can improve the situation.
Lazy texture hashing causes texture updates to be detected less often, and might indeed interact poorly with upscaling changing textures.
Need help too! My game's tiles flashes with different colors and when other characters uses their actions the lines of the commands glow white! I really don't know what to do Please reply immediately!
The problem I have is similar to the black screen, but is a little more harder to fix. I don't know for sure how to fix it, but maybe one of you guys know the answer. If you have any suggestions to what setting I might have to change then tell me.
For the picture of the error click the attachment.
I just got discovered FFT on PSP emulator for my PC and I love it so far, but I really want to try and get the graphics to smooth out like I've seen many videos do. I've played around with some settings, but can't get the characters and textures to smooth out. They remain blocky. I'm on Windows 7 64 bit and I'm running PPSSPP v1.3. Can anybody help with what settings I should use for graphics?
09-20-2016, 09:39 AM (This post was last modified: 09-21-2016, 04:41 AM by LunaMoo.)
@jurassci9 there are 3 ways to do that:
- texture scaling + higher rendering res - might not affect everything and some textures will be affected with delays for performance reasons,
- texture replacement with higher definition images + higher rendering res - might work for more/possibly all things better, but requires manual work,
- 5xBR postprocessing shader - does not look as good on stretched graphics which this game has, it will also look worse on 3D elements, applies to whole screen and comparing to the other two is very light.
Technically if you can build PPSSPP by yourself, you can tweak/disable some performance features to reduce/remove automatic texture scaling delays, but it will make it much heavier and instead of textures being changed when possible, game might slow down/pause whenever bunch of textures are processed. Wouldn't really recommend messing with it as scaling textures in real time in many games would be very slow even on powerful gaming pc's.
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Might as well use the occasion to dump some cwcheat patches I made for this game:
slowdown fix was pretty much ripped from ppf patch, so should work same way as that popular patch. Original resolution was made from 0 so results might differ from similar "unstretch" patches made for psp via some plugin, either way it's very simple detects whenever something was stretched or not and sets output vertices differently based on that, shouldn't cause any problems. Edit: one warning, better avoid using original res unless planning to play that way as the unpatched psp res will feel really ugly afterwards;p. NextDayEdit: Shortened Original resolution cheat, removing a bit I used when testing as it doesn't need it.
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.
slowdown fix was pretty much ripped from ppf patch, so should work same way as that popular patch. Original resolution was made from 0 so results might differ from similar "unstretch" patches made for psp via some plugin, either way it's very simple detects whenever something was stretched or not and sets output vertices differently based on that, shouldn't cause any problems. Edit: one warning, better avoid using original res unless planning to play that way as the unpatched psp res will feel really ugly afterwards;p. NextDayEdit: Shortened Original resolution cheat, removing a bit I used when testing as it doesn't need it.
Does this work with ULUS (Basically US) version (What I meant is slapping ULUS-##### on the text instead of ULES-#####) or do I have to find another code for it?
PPSSPP doesn't even use _S/_G lines, so changing them should not affect anything(well they are used for import from database files, but that's all since we use ini files to store cheats).
You can just try using them as they are - EU and US regions often share same executable, not sure if that's the case here, but if - those cheats would work without any changes.
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.
Hi can someone help me? I've already searched the forums but didn't find a solution to my problem.
When I load the game it just shows a black screen, no logo no fmv, nothing.
I've already set the emulator to buffered rendering and all that.
I'm using a Nexus 6P phone.
Thanks in advance.
I have a extrange glitch, when a character attack with dash, the characters tranform in squares and the screen move to the sky and naver come back, any solution?
I can fix this before using disable slower buffer effects but now doesn't work