02-04-2013, 09:19 PM
Thanks, i will download it.
If some moderator can merge this thread with the other one will be good.
If some moderator can merge this thread with the other one will be good.
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Bleach: Heat The Soul 7
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02-04-2013, 09:19 PM
Thanks, i will download it.
If some moderator can merge this thread with the other one will be good.
02-04-2013, 09:20 PM
(02-04-2013, 09:19 PM)Mastxadow Wrote: Thanks, i will download it. You're welcome man.. If u need anything else, send me a PM
PC Specs:
GPU: AMD Radeon R9 270X 2GB GDDR5 (Sapphire Vapor-X) CPU: AMD Ryzen 3 1200 3.9GHz (OC) RAM: 8GB DDR4 2400 MHz MB: ASRock AB350 Pro4 OS: Windows 10 PRO x64
02-06-2013, 06:15 AM
Guys safe to say that this game now works on android fast with the latest svn.Using a padfone 2 btw.
02-08-2013, 03:30 AM
please tell me how to download?
02-08-2013, 03:41 AM
02-08-2013, 05:57 AM
(02-06-2013, 06:15 AM)aqil02 Wrote: Guys safe to say that this game now works on android fast with the latest svn.Using a padfone 2 btw. Are you experiencing stuttering on your device? On mine fps are good, in the 40-50 range but they fall to 25 every second. I attached a screenshot showing average fps is 38 and min 15.
02-09-2013, 11:51 AM
Okay half of the time it lags depending on what mode and character you play since well characters like that ice guy use more particles for his bankai and special moves.But it usually stays pretty fast if you play 1v1 with characters like Shikai Ichigo or Zaraki.2v2 is still somewhat playable but very slow.
02-10-2013, 11:04 AM
Version: ppsspp-v0.6-327-g78923f5-android.apk
Model:Xperia Go OS: Android (ICS) The game play really well and its 100% playable all mode exen in 2 vs 2 it lag a little but still fairly fast and again I confirm Playable on Xperia Go PS: thanks to DEV and to inform anyone every pre 0.7 version/build releases The game run faster and faster so keep up the good work really great progress
Hmm,it was getting faster,on my xperia s was almost fullspeed, now on lasted git build it became very slow. it's like this for everyone?
tested on r370 (02-11-2013, 04:08 PM)JumperTwo Wrote: Hmm,it was getting faster,on my xperia s was almost fullspeed, now on lasted git build it became very slow. it's like this for everyone? yep, perf decresed a lot compared to yesterday's build (35-40 fps to 15fps). EDIT: last fast build is v0.6-344, so the problem is introduced in 345. I segnaled the issue to the devs on github.
02-11-2013, 06:32 PM
(02-11-2013, 04:16 PM)Carter07 Wrote:(02-11-2013, 04:08 PM)JumperTwo Wrote: Hmm,it was getting faster,on my xperia s was almost fullspeed, now on lasted git build it became very slow. it's like this for everyone? i tried a compiled build with unknownbrackets's hack (the one that he suggested you to try in github) and speed is back!
02-11-2013, 06:52 PM
Okay, that's good news. I wonder if the games with graphical glitches can handle something like that. Thanks for reporting.
-[Unknown]
02-11-2013, 07:28 PM
tested a few games (MK,Moto Gp,Ridge Racer 2,Bleach), all of them seem to improve with this (i even tested your "hack" with this expression "vai->lastFrame != gpuStats.numFrames || vai->numDraws > 11" and seems to gain even more speed)
anyway, you guys are really doing an amazing work, keep it up
So 11 gains more speed? That's interesting.
I am away from my computer now, but if you have any of these games, could you check if this breaks them? Mimana, ClaDun, 30 Minute Hero, Patchwork Heroes, Senjou no Valkyria 3, Valkyria Chronicles 2, and Crystal Defenders. They had issues with the vertex cache (corrupt graphics) before that commit. I'll test them later if not. If you can try more, what if you revert the changes and then change this line: Code: vai->framesUntilNextFullHash = std::min(16, vai->numFrames);To: Code: // If we've already drawn several times in this frame, it's probably safe.
if (vai->numDraws > 11)
vai->framesUntilNextFullHash = std::min(16, vai->numDraws);
else
vai->framesUntilNextFullHash = std::min(16, vai->numFrames);Also, I'd be curious to know if it helps speed to change that to any of (instead of the above): Code: vai->framesUntilNextFullHash = std::min(128, vai->numFrames);Code: // If we've already drawn several times in this frame, it's probably safe.
if (vai->numDraws > 16)
vai->framesUntilNextFullHash = std::min(64, vai->numDraws);
else
vai->framesUntilNextFullHash = std::min(64, vai->numFrames);It might not change much, and in the worst case it might cause additional corruption... but in the best case it may improve speed. -[Unknown] |
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