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God Eater Burst
(04-26-2015, 11:14 PM)Xaelath Wrote: Have someone tried to upgrade Wand (Gun) Lv 1 to Level 10?
because i got stuck in lv 9 (Miracle Wand) and cannot be upgraded even with all materials needed filled in inventory/storage.
Also Tosca X (lv 7) to level 10...

You dont have money or the level required for upgrade that weapon you can play that game 100%
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Merged.
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(04-27-2015, 01:59 PM)Inuyashaya Wrote:
(04-26-2015, 11:14 PM)Xaelath Wrote: Have someone tried to upgrade Wand (Gun) Lv 1 to Level 10?
because i got stuck in lv 9 (Miracle Wand) and cannot be upgraded even with all materials needed filled in inventory/storage.
Also Tosca X (lv 7) to level 10...

You dont have money or the level required for upgrade that weapon you can play that game 100%
300k and level 100.
Seems a bug to me..
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is there any way to reduce the over-brightness?
i can't even see the equipment status in terminal due to the light that illuminating the game
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(05-28-2015, 01:00 AM)seyren windstorm Wrote: is there any way to reduce the over-brightness?
i can't even see the equipment status in terminal due to the light that illuminating the game

If there is a way, it would probably widespread right now
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If playing on D3D9 The only way is to switch to Non Buffered (speedhack) :

The difference can be seen there :
with default setting :
http://i.imgur.com/p9Lqd2L.jpg

with the rendering mode set to Non Buffered (speedhack) :
http://i.imgur.com/RngiRVJ.jpg

Much better to avoid pain for the eyes.

For OpenGL, no idea if it works as well as i only play with D3D9
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(05-28-2015, 03:48 PM)Trokinos Wrote: If playing on D3D9 The only way is to switch to Non Buffered (speedhack) :

Much better to avoid pain for the eyes.

For OpenGL, no idea if it works as well as i only play with D3D9

is there any issue like crash or anything with this used?
tested it and it works.. haven't meet any slowdown or crash yet for me... i just hope there will not be any..

thank you for the tips.
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This is only an issue with Direct3D 9 and with old OpenGL cards. Also, it may not be as bad with lower render resolutions.

It won't crash with non-buffered rendering, but you won't see some effects. The bloom effect is being drawn too much there, but turning it off removes it entirely. There will be other effects also missing, which might've been drawing correctly with buffered rendering on.

So for example, if you use an attack and there's no special effects for the attack, don't be surprised.

-[Unknown]
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(05-29-2015, 06:08 AM)[Unknown] Wrote: This is only an issue with Direct3D 9 and with old OpenGL cards. Also, it may not be as bad with lower render resolutions.

It won't crash with non-buffered rendering, but you won't see some effects. The bloom effect is being drawn too much there, but turning it off removes it entirely. There will be other effects also missing, which might've been drawing correctly with buffered rendering on.

So for example, if you use an attack and there's no special effects for the attack, don't be surprised.

-[Unknown]

it do crash for me when i'm using non-buffered rendering.
in battle the game lags quite hard and next is crash.. sadly
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It's odd, i can play whole battles in a row without any crash or lag, it run quite nicely actually with those settings.

Are you on PC or on some kind of phone ? (i'm on a now old PC) and are you using D3D9 or OpenGL ? (i'm using D3D9)
I'm using the build ppsspp 1.0.1 459 g43eaffb

Here's my ULUS10563_ppsspp.ini (as i use a specific game config for that game) in case you have some odd settings that make it crash :

Code:
[General] ForceLagSync = False NumWorkerThreads = 2 EnableAutoLoad = False EnableCheats = False CwCheatRefreshRate = 77 ScreenshotsAsPNG = False StateSlot = 0 RewindFlipFrequency = 0 AutoSaveSymbolMap = False CacheFullIsoInRam = False PauseOnLostFocus = False PauseWhenMinimized = False DumpDecryptedEboots = False [CPU] Jit = True SeparateCPUThread = False SeparateIOThread = True IOTimingMethod = 0 FastMemoryAccess = True FuncReplacements = True CPUSpeed = 0 SetRoundingMode = True ForceFlushToZero = False [Graphics] EnableCardboard = False CardboardScreenSize = 50 CardboardXShift = 0 CardboardYShift = 0 ShowFPSCounter = 0 RenderingMode = 0 SoftwareRendering = False HardwareTransform = True SoftwareSkinning = True TextureFiltering = 1 BufferFiltering = 1 InternalResolution = 0 FrameSkip = 1 AutoFrameSkip = False FrameRate = 0 FrameSkipUnthrottle = False ForceMaxEmulatedFPS = 60 AnisotropyLevel = 4 VertexCache = True TextureBackoffCache = False TextureSecondaryCache = False PartialStretch = False StretchToDisplay = False SmallDisplay = False ImmersiveMode = False TrueColor = True MipMap = True TexScalingLevel = 1 TexScalingType = 0 TexDeposterize = False VSyncInterval = False DisableStencilTest = False AlwaysDepthWrite = False DepthRangeHack = False BloomHack = 0 TimerHack = False AlphaMaskHack = False SplineBezierQuality = 2 PostShader = Off MemBlockTransferGPU = True DisableSlowFramebufEffects = False FragmentTestCache = True [Sound] Enable = True AudioBackend = 0 AudioLatency = 1 SoundSpeedHack = False AudioResampler = True [Control] HapticFeedback = True ShowTouchCross = True ShowTouchCircle = True ShowTouchSquare = True ShowTouchTriangle = True ShowTouchStart = True ShowTouchSelect = True ShowTouchLTrigger = True ShowTouchRTrigger = True ShowAnalogStick = True ShowTouchDpad = True ShowTouchUnthrottle = True ShowTouchPause = True IgnoreWindowsKey = False ShowTouchControls = False DisableDpadDiagonals = False GamepadOnlyFocused = False TouchButtonStyle = 1 TouchButtonOpacity = 65 AutoCenterTouchAnalog = False ActionButtonSpacing2 = 1.000000 ActionButtonCenterX = 0.875000 ActionButtonCenterY = 0.779412 ActionButtonScale = 1.150000 DPadX = 0.148958 DPadY = 0.470588 DPadScale = 1.150000 DPadSpacing = 1.000000 StartKeyX = 0.619792 StartKeyY = 0.873162 StartKeyScale = 1.150000 SelectKeyX = 0.500000 SelectKeyY = 0.873162 SelectKeyScale = 1.150000 UnthrottleKeyX = 0.380208 UnthrottleKeyY = 0.873162 UnthrottleKeyScale = 1.150000 LKeyX = 0.083333 LKeyY = 0.084559 LKeyScale = 1.150000 RKeyX = 0.928125 RKeyY = 0.084559 RKeyScale = 1.150000 AnalogStickX = 0.148958 AnalogStickY = 0.830882 AnalogStickScale = 1.150000 DInputAnalogDeadzone = 0.100000 DInputAnalogInverseMode = 0 DInputAnalogInverseDeadzone = 0.000000 DInputAnalogSensitivity = 1.000000 XInputAnalogDeadzone = 0.240000 XInputAnalogInverseMode = 0 XInputAnalogInverseDeadzone = 0.000000 XInputAnalogSensitivity = 1.000000 AnalogLimiterDeadzone = 0.600000 [Network] EnableWlan = False EnableAdhocServer = False [SystemParam] PSPModel = 1 PSPFirmwareVersion = 150 NickName = PPSSPP proAdhocServer = coldbird.net MacAddress = 7a:3d:1e:f1:41:6a Language = 1 TimeFormat = 1 DateFormat = 1 TimeZone = 0 DayLightSavings = False ButtonPreference = 1 LockParentalLevel = 0 WlanAdhocChannel = 0 BypassOSKWithKeyboard = False WlanPowerSave = False EncryptSave = True [Debugger] [SpeedHacks] PrescaleUV = False DisableAlphaTest = False [JIT] [Upgrade] [ControlMapping] Up = 1-19,20-19,10-19 Down = 1-20,20-20,10-20 Left = 1-21,20-21,10-21 Right = 1-22,20-22,10-22 Circle = 1-52 Cross = 1-51,1-33 Square = 1-45,1-33 Triangle = 1-47 Start = 1-29 Select = 1-54 L = 1-32,1-33 R = 1-31 An.Up = 1-149 An.Down = 1-146 An.Left = 1-145 An.Right = 1-147 Analog limiter = 1-144 RapidFire = 1-59 Unthrottle = 1-61,20-4036 SpeedToggle = 1-68,20-107 Pause = 1-111,20-4034,20-3 Rewind = 1-67

Though the last part is about the keys i use, so may have no impact on how the game run
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(05-30-2015, 06:49 AM)seyren windstorm Wrote: it do crash for me when i'm using non-buffered rendering.
in battle the game lags quite hard and next is crash.. sadly

Well, this is probably either caused by other settings (multithreaded might cause trouble in some cases), a bug in PPSSPP, or an issue in your video card drivers.

I recommend updating your video card drivers, especially if you haven't done so recently. That can often resolve crashes like this.

-[Unknown]
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As i just remembered, there's 1 problem when using the Non Buffered Rendering, i got used to it after all that time but it's still a problem : the minimap on the upper right of the screen cease to be a minimap and become a full map.

Meaning it's taking half of the screen so you're sometime fighting those giant monsters with the map coming in the way of your view.

I wish there was a way to remove the crappy bloom (it's not good on the original game, but D3D9 make it much worse) in D3D9 (problem does not exist in OpenGL even with non buffered) without having to go to the non buffered rendering extreme.
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(05-29-2015, 06:08 AM)[Unknown] Wrote: Also, it may not be as bad with lower render resolutions.

I did some test around this, and surprisingly it's actually the opposite !

I decided to lower the render resolution from X2 (default PPSSPP i think) to the X1 (PSP render resolution) to see how it would go with buffered rendering and D3D9 and noticed the overexploding bloom with D3D9+Buffered Rendering was actually much, much worse.
And i noticed that if i increase the render resolution, the bloom get much less overexploding (click to enlarge pic).

Render Resolution X1 (PSP resolution)
[Image: syPg7c7s.jpg]

Render Resolution X2 (Default PPSSPP)
[Image: 5mxwRals.jpg]

Render Resolution X3 (oddly not much difference regarding the exploding bloom)
[Image: g46J1ZCs.jpg]

Render Resolution X4 (now the bloom look exactly the same as with OpenGL, no more overexplosion of it)
[Image: cgtWE4as.jpg]

I tested with X5 but i saw no difference regarding the bloom thing with X4
So it looks like if you play on D3D9 and keep Buffered Rendering , you have to use a render resolution to X4 to avoid having your eyes bleeding due to how very bad the bloom overexplode.
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Hmm, okay, I remembered backwards then. Anyway, yeah, this particular problem is affected by render resolution (because of the way it's blurring out the bloom.)

-[Unknown]
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The game freezes during certain DLC missions.
From what I tested it occurs about 30-60s after actually engaging the enemy, nothing happens as long as I stay away from it.
I have debug logging enabled but it doesn't seem to output any logs anywhere so I can provide any insight on the matter.

Edit: Okay I just swapped from non-buffered rendering to framebuffer GPU and it didn't crash at all. :/
Well nevermind, I just tried another DLC mission "Here, Here, Here" and it froze after about 2min.
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