God Eater Burst
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01-28-2014, 05:02 PM
Post: #496
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RE: God Eater Burst
(01-27-2014 08:23 PM)Kokoro Wrote: So now left only issue with to much bloom with rendering ON+postprocessing shader, I just can't play without shader FXAA+32bit colours. Well for now I'll stick with older build where I can use shader without bloom. For me, the Best Build at the moment, is 9.6.533 version on Android. I play some games (Obscure, CrisisCore, Gurumin,etc.) without problems. My SoC platform; Snapdragon S4 APQ8064 -Adreno320 |
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02-01-2014, 03:42 PM
(This post was last modified: 02-01-2014 03:42 PM by Yasutsuna25.)
Post: #497
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RE: God Eater Burst
Question about multiplayer: how long it take to connect? i get game from friend again when i saw that PPSSPP have net connection option, but it take forever to connetct... i w8 and it onyly show "Connecting... (Channel setting: Auto)".
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02-02-2014, 06:54 AM
(This post was last modified: 02-02-2014 06:55 AM by Raimoo.)
Post: #498
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RE: God Eater Burst
(01-28-2014 05:02 PM)Stixan Wrote:(01-27-2014 08:23 PM)Kokoro Wrote: So now left only issue with to much bloom with rendering ON+postprocessing shader, I just can't play without shader FXAA+32bit colours. Well for now I'll stick with older build where I can use shader without bloom. the latest build already fixed the overbloom problem... (02-01-2014 03:42 PM)Yasutsuna25 Wrote: Question about multiplayer: how long it take to connect? i get game from friend again when i saw that PPSSPP have net connection option, but it take forever to connetct... i w8 and it onyly show "Connecting... (Channel setting: Auto)". GEB is not working for Adhoc support for now (sadly ) o.o Oh Hi XD P.S: Wanted to go to Japan so badly AOD270 Windows 7 Home Basic (32bit) Intel Atom N2800 (Quad-core) 1.86GHz Intel Graphic Media Accelerator 3600 series |
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02-03-2014, 10:22 AM
(This post was last modified: 02-03-2014 10:31 AM by Stixan.)
Post: #499
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RE: God Eater Burst | |||
02-03-2014, 10:55 AM
Post: #500
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RE: God Eater Burst
(02-03-2014 10:22 AM)Stixan Wrote:(02-02-2014 06:54 AM)Raimoo Wrote: the latest build already fixed the overbloom problem... Post processing shaders is always in every build right? Its a permenant setting in the emu anyways. I fail to see the connection between Post processing shaders with GEB's overbloom problem anyways, like i said, the overbloom already got fixed a long time ago o.o Oh Hi XD P.S: Wanted to go to Japan so badly AOD270 Windows 7 Home Basic (32bit) Intel Atom N2800 (Quad-core) 1.86GHz Intel Graphic Media Accelerator 3600 series |
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02-03-2014, 11:40 AM
(This post was last modified: 02-03-2014 11:40 AM by Stixan.)
Post: #501
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RE: God Eater Burst
(02-03-2014 10:55 AM)Raimoo Wrote: Post processing shaders is always in every build right? Its a permenant setting in the emu anyways. Thanks for your reply. The post-processing shader setting appear but the presets not exist, only OFF preset setting... In Android version its a problem (v9.6.538 and up, maybe) for my SoC at least. |
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02-03-2014, 11:43 AM
Post: #502
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RE: God Eater Burst
(02-03-2014 11:40 AM)Stixan Wrote: The post-processing shader setting appear but the presets not exist, only OFF preset setting... oh that... i saw a thread mentioning about that problem before probably its a bug o.o Oh Hi XD P.S: Wanted to go to Japan so badly AOD270 Windows 7 Home Basic (32bit) Intel Atom N2800 (Quad-core) 1.86GHz Intel Graphic Media Accelerator 3600 series |
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02-03-2014, 12:07 PM
(This post was last modified: 02-03-2014 12:09 PM by Stixan.)
Post: #503
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RE: God Eater Burst | |||
02-03-2014, 10:10 PM
Post: #504
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RE: God Eater Burst
I've reproduced that issue, and opened a bug here.
4GHz AMD 3900X, 32GB DDR4 RAM, 6GB Nvidia RTX 2060, Asus Crosshair 7 Hero (Wifi), Linux How to ask useful questions: https://web.archive.org/web/20110214010944/http://support.microsoft.com/kb/555375 I'm not Dark_Alex, nor do I claim to be. Our nicknames are merely coincidence. |
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02-04-2014, 12:05 PM
(This post was last modified: 02-04-2014 02:26 PM by Stixan.)
Post: #505
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RE: God Eater Burst
(02-03-2014 10:10 PM)TheDax Wrote: I've reproduced that issue, and opened a bug here. The Master Henrik Rydgård, working for fix this issue: https://github.com/hrydgard/ppsspp/commi...eb1b2dd99c Thank you Very Much Venerable TheDax :-) |
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02-04-2014, 09:20 PM
Post: #506
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RE: God Eater Burst
No problem.
4GHz AMD 3900X, 32GB DDR4 RAM, 6GB Nvidia RTX 2060, Asus Crosshair 7 Hero (Wifi), Linux How to ask useful questions: https://web.archive.org/web/20110214010944/http://support.microsoft.com/kb/555375 I'm not Dark_Alex, nor do I claim to be. Our nicknames are merely coincidence. |
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02-05-2014, 05:24 PM
(This post was last modified: 02-17-2014 10:52 AM by Kokoro.)
Post: #507
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RE: God Eater Burst
Even if you saying the bloom has been fixed it's still here on latest builds...
Build 0.9.6-775 - 779 Meanwhile on build 0.9.5-276 |
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02-05-2014, 06:34 PM
(This post was last modified: 02-05-2014 07:15 PM by Stixan.)
Post: #508
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RE: God Eater Burst
I prefer the first screenshot.
The lights are Plus Natutal, the textures are plus clear and the objects are best. Without bloom, the second screen is Dark, and the entire background's look, appear flat and monotonous. In my opinion and my eyes. |
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02-05-2014, 11:34 PM
Post: #509
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RE: God Eater Burst
@Kokoro well only the light effect is too bright... not much of an overbloom tho.
o.o Oh Hi XD P.S: Wanted to go to Japan so badly AOD270 Windows 7 Home Basic (32bit) Intel Atom N2800 (Quad-core) 1.86GHz Intel Graphic Media Accelerator 3600 series |
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02-07-2014, 11:27 PM
Post: #510
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RE: God Eater Burst
i run my game in my gal S2, so far it crashes on the first mission with Kota,
i use the last february 6 build and i have installed the 1.1 DLC. it also crashes when i use Masked Ogre. |
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