06-03-2016, 11:09 PM
Can't really test this against Vulkan yet, game requires buffered rendering to draw those effects as well as most other graphics.
Some stats from my system using OGL during the slowdown which pretty much happens in animation that can be seen from around 0:06 to 0:11 in this video. ~ it starts by filling 2gb of vram pretty much instantly, then continues to fill system ram which is the reason of a slowdown finishing with around 4.4gb extra(I belive that's from my gpu dynamic memory feature not really ppsspp doing).
So yeah over 6gb of free vram required just to watch few seconds of pretty ugly animation ~ that's where the hang would likely happen for people on 32 bit OS's.
Shouldn't texture cache have a low memory mode, or was it only for texture scaling?
Some stats from my system using OGL during the slowdown which pretty much happens in animation that can be seen from around 0:06 to 0:11 in this video. ~ it starts by filling 2gb of vram pretty much instantly, then continues to fill system ram which is the reason of a slowdown finishing with around 4.4gb extra(I belive that's from my gpu dynamic memory feature not really ppsspp doing).
So yeah over 6gb of free vram required just to watch few seconds of pretty ugly animation ~ that's where the hang would likely happen for people on 32 bit OS's.
Shouldn't texture cache have a low memory mode, or was it only for texture scaling?
http://forums.ppsspp.org/showthread.php?tid=6594 - Custom PPSSPP Shaders!
http://forums.ppsspp.org/showthread.php?tid=3590&pid=117172#pid117172 - simple CE scripts to help creating CWCheats,
https://github.com/LunaMoo/PPSSPP_workarounds - CWCheat workarounds.
http://forums.ppsspp.org/showthread.php?tid=3590&pid=117172#pid117172 - simple CE scripts to help creating CWCheats,
https://github.com/LunaMoo/PPSSPP_workarounds - CWCheat workarounds.

