PPSSPP options explained
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03-19-2013, 05:35 PM
(This post was last modified: 04-20-2013 05:47 PM by Henrik.)
Post: #1
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PPSSPP options explained
Since Henrik
If the option is named different for Windows and the SDL (all other versions) ports, I will use the following convention: Windows / SDL Emulation / Settings
Options / Settings
SDL Version exclusives
Additional features
Making logs (useful for debugging/repporting) How to create a PPSSPP log: In the main PPSSPP folder where the PPSSPPWindows.exe is Make a folder called USER, inside that folder you just created, make a new folder called Logs. Now start up emulator with a game running in there, once the emulator has stopped either by you closing it or it crashing, check inside the logs folder, open the ppsspp.log file with notepad or wordpad, copy & paste that to: 'Pastebin.com' or If this is a very large file, compress this log with a compression program like Winzip, or Winrar and upload the file to Mediafire, then copy & paste that address it gives you onto this forum under the correct gaming thread, where it will be noted & viewed by the developers. Edit: To stop logs being made just delete the Logs folder. If you need to make a log on JPCSP emulator, as you may wish to compare the logs from both emulators then follow this guide: How to create a JPCSP log: Load up JPCSP until main screen appears, click on Debug > Tools > Show Logger, when new logger window appears, click on arrow right of the word OFF and set to INFO level. Load and start the game you want to log until you receive the error or you exit JPCSP, that will now generate a .txt file in the JPCSP's MAIN FOLDER called log.txt....... Post that log.txt file either at 'Pastebin.com' or If this is a very large file, compress this log with a compression program like Winzip, or Winrar and upload the file to Mediafire, then copy & paste that address it gives you onto this forum under the correct gaming thread, where it will be noted & viewed by the developers. Remember to turn the logger back off afterwards, otherwise it will continue to make logs. by KingPepper |
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03-19-2013, 05:47 PM
(This post was last modified: 03-19-2013 05:55 PM by Henrik.)
Post: #2
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RE: PPSSPP options explained
Fast Memory simply assumes that all memory accesses the game does are valid, and thus skips some checks, gaining a bit of speed. Of course, if a game does an invalid memory access, the whole emu will crash as a result.
Also, the wiki is dead. It became a spam fest so I had to shut it down. And by the way, nice post! |
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03-19-2013, 06:09 PM
(This post was last modified: 03-19-2013 06:14 PM by m45t3r.)
Post: #3
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RE: PPSSPP options explained
(03-19-2013 05:47 PM)Henrik Wrote: Fast Memory simply assumes that all memory accesses the game does are valid, and thus skips some checks, gaining a bit of speed. Of course, if a game does an invalid memory access, the whole emu will crash as a result. Nice, so now I only need to discover what "Use VBO", "Hardware Transform" and "Ignore illegal reads/writes" does and this post is complete. |
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03-19-2013, 06:17 PM
Post: #4
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RE: PPSSPP options explained
nice post +rep should be sticky
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03-19-2013, 06:19 PM
(This post was last modified: 03-19-2013 06:19 PM by m45t3r.)
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RE: PPSSPP options explained | |||
03-19-2013, 06:21 PM
Post: #6
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RE: PPSSPP options explained
Stickied it.
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03-19-2013, 06:23 PM
Post: #7
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RE: PPSSPP options explained
Thanks.
We need more posts with information like this. |
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03-19-2013, 06:37 PM
(This post was last modified: 03-19-2013 06:38 PM by stodag.)
Post: #8
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RE: PPSSPP options explained
Nice.. im surprised this wasn't done sooner
so what does frameskipping do ??.... lol joke. |
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03-19-2013, 07:13 PM
(This post was last modified: 03-19-2013 07:14 PM by Henrik.)
Post: #9
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RE: PPSSPP options explained
(03-19-2013 06:09 PM)m45t3r Wrote:(03-19-2013 05:47 PM)Henrik Wrote: Fast Memory simply assumes that all memory accesses the game does are valid, and thus skips some checks, gaining a bit of speed. Of course, if a game does an invalid memory access, the whole emu will crash as a result. Use VBO is another way to send dynamic vertex data to the GPU. It doesn't seem to give much of a speedup, it's just an experiment. Hardware Transform uses vertex shaders to do T&L on the GPU instead of doing it in software on the CPU. Can be faster or much faster depending on game and hardware. It should be identically visually to SW transform but it isn't, there are some small differences between the implementations. Ignore illegal reads/writes is a debugging feature, can ignore it. |
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03-19-2013, 07:17 PM
(This post was last modified: 03-19-2013 07:18 PM by m45t3r.)
Post: #10
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RE: PPSSPP options explained
(03-19-2013 07:13 PM)Henrik Wrote:(03-19-2013 06:09 PM)m45t3r Wrote:(03-19-2013 05:47 PM)Henrik Wrote: Fast Memory simply assumes that all memory accesses the game does are valid, and thus skips some checks, gaining a bit of speed. Of course, if a game does an invalid memory access, the whole emu will crash as a result. Thanks Henrik, now it's completed. Later I will describe the rest of the options if it's interesting for someone. |
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03-20-2013, 05:37 AM
Post: #11
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RE: PPSSPP options explained
I don't think any options are per-game right now (frameskip or otherwise)... Good descriptions.
-[Unknown] |
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03-20-2013, 06:07 AM
Post: #12
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RE: PPSSPP options explained
So since Xperia Play's GPU is stronger (when you compare to other single core 1ghz phones) than other phones with similar specs, hardware transformation can be pretty essential ?
Im not really sure how valid my claim is, I just heard that XP's GPU is almost on par with SGS2's GPU. Also, if Stream VBO has minor performance impact, is there any reason not to use it/does it have side effects ? |
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03-20-2013, 11:50 AM
(This post was last modified: 03-20-2013 11:53 AM by m45t3r.)
Post: #13
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RE: PPSSPP options explained
(03-20-2013 05:37 AM)[Unknown] Wrote: I don't think any options are per-game right now (frameskip or otherwise)... Good descriptions. What I tried to say is that the Frameskip option only appears after you load a game and go to the settings. I will fix that. (03-20-2013 06:07 AM)Thewonderboy Wrote: So since Xperia Play's GPU is stronger (when you compare to other single core 1ghz phones) than other phones with similar specs, hardware transformation can be pretty essential ? At least on my Galaxy Nexus Stream VBO causes a minor performance impact (~5FPS), so I leave it disabled. Hardware Transform is essential to get full speed on my Galaxy Nexus, your mileage may vary. |
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03-21-2013, 06:12 AM
Post: #14
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RE: PPSSPP options explained
I have a question about frameskip.
On another thread, user reported that his Huawei Sonic ran homebrew game "Nazi Zombies Portable" around 4-6 FPS but with frameskip he averanged 10 FPS. I dont know how frameskip works so bear with me, but I think its generaly just good thing to have (unless you experience GFX glitches) ? Now I get arOund 5-7 FPS on my Xperia Play but with frameskip I see no visible performance increase or decrease. The question is, does it depend on your hardware how well frameskip works and not on the game ? Or is it simply driver/hardware support related issue.... I heard that older snapdragon chips are still not fully supported. |
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03-21-2013, 06:17 AM
Post: #15
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RE: PPSSPP options explained
Yes. If the performance is limited by the GPU or GPU emulation, frameskip may help. If performance is limited by CPU emulation / HLE / in general anything else, it probably won't help. So it depends not only on hardware but also on the game. And definitely could also depend on drivers.
-[Unknown] |
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