Valkyria Chronicles 3: Unrecorded Chronicles
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05-20-2015, 09:40 PM
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RE: Valkyria Chronicles 3: Unrecorded Chronicles
[SOLVED] for now. I have yet to play through the game yet, so I'll just post this here so others can find a possible answer to their problem.
>>>>>Skip to this at the bottom to see what my solution was. Hello, I have a similar problem to beanxinh, besides the fact that, instead of the Samsung Galaxy Note 4, I am using the Samsung Galaxy S6 Edge. I'm using PPSSPP Android v.1.0.1.0 Problem: Everything seems to work perfectly fine until I enter the first battle. It seems like the screen turns a solid black, other than the UI and other indicators for positions, etc. Before it, however, there's a rapid blink of the normal gameplay (I wasn't able to provide a screenshot of this since it takes a bit of time to take a screenshot on a phone). Here's a screenshot of the continuing visual: (remove the space between the t's in http for the correct link) ht tp://i60.tinypic.com/24cw6xz.png I can still move around as well as shoot and use the menu and such, it's just the screen's black. SETTINGS>GRAPHICS: Read framebuffers to memory (CPU) Simulate block transfer: OFF Frameskipping: 2 Auto Frameskip: OFF Prevent FPS from exceeding 60: ON Alternative speed: 0 (unlimited) - Postprocessing shader: FXAA Antialiasing Stretch to display: OFF Small display: OFF Immersive mode: OFF - Rendering Resolution: 2x PSP Display resolution: Native Device Resolution Mipmapping: OFF Hardware transform: OFF Software skinning: OFF Vertex cache: OFF Lazy texture caching: OFF Retain changed textures: OFF Disable slower effects: OFF Spline/Bezier curves quality: High - Upscale level: Auto Upscale type: xBRZ Deposterize: OFF - Anisotropic filtering: 16x Texture filtering: Auto Screen scaling filter: Linear - Google cardboard: OFF All hacks: OFF SETTINGS>SYSTEM: Fast memory: OFF Multithreaded: OFF I/O on thread: ON I/O timing method: Fast Force real clock sync: OFF PSP CPU clock: 0 (auto) Respect FPU rounding: ON SETTINGS>SYSTEM>DEVELOPER TOOLS Dynarec (JIT): ON When I set the Rendering mode to Buffered rendering, I got this visual: ht tp://i61.tinypic.com/2l92h37.png I tried messing around with the settings and this was the best I could produce (I'm not too familiar with most of the settings options). And oh my god, I just solved it as I was writing this post. It started showing once I set the- >>>>> [Rendering mode to Non-buffered rendering]. It probably would have made sense to attempt this before writing this post, but well, meh. I guess I'll just leave this here in case anyone might find this a solution to their problem as well or if it was just some random fluke on my part, with a random combination of settings that ended up working. Just on a side note, though, if anybody finds a method that allows the game to work properly with a buffered rendering mode, that would be great. Not completely sure how much better buffered is to non-buffered, but it just sounds like it would be better to me and allows for more setting options to become available. Bit of a long post, sorry. |
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