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01-19-2013, 08:18 AM
(This post was last modified: 01-19-2013, 08:25 AM by tiktakt0w.)
Disabling "draw using VBO" improves frame rate and audio on my International SGS3 Running 4.1.2.
I thought it was a feature to improve performance. Oh well, it might not be for all devices. I don't know if it's the same for everybody cause it might just be a stupid Rom + Kernel configuration that might be causing this.
What happens in your devices hmmmmmm?
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01-19-2013, 02:07 PM
(This post was last modified: 01-19-2013, 02:14 PM by Mmmyesss.)
Poop I get the same fps with it off. I do have an S4 though
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Thanks for the info...by disabling "draw using VBO" improves the frame rate drastically !
For example : Parasite Eve The 3rd Birthday.. i get 30 fps by enabling "draw using VBO" .. but when disabling draw using VBO i get 40-44 fps..
I'm using Galaxy S advance running on Gingerbread
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I think it would be better post as issues in https://github.com/hrydgard/ppsspp/issues
if it is confirmed
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01-19-2013, 05:24 PM
(This post was last modified: 01-19-2013, 05:37 PM by Carter07.)
(01-19-2013, 04:34 PM)Kaneshiro Wrote: Thanks for the info...by disabling "draw using VBO" improves the frame rate drastically !
For example : Parasite Eve The 3rd Birthday.. i get 30 fps by enabling "draw using VBO" .. but when disabling draw using VBO i get 40-44 fps.. 
I'm using Galaxy S advance running on Gingerbread  Is your galaxy s advange overclocked?
I have the same cpu (2x cortex A9 1 ghz) but in The 3rd Birthday I have and average of 30 fps with 37 max (measured with fps meter).
Ps: I too have to disable VBO drawing because fps drops drastically with it, also 2x rendering hurts performance a lot.
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01-19-2013, 05:43 PM
(This post was last modified: 01-19-2013, 05:44 PM by XenoN.)
(01-19-2013, 05:24 PM)Carter07 Wrote: (01-19-2013, 04:34 PM)Kaneshiro Wrote: Thanks for the info...by disabling "draw using VBO" improves the frame rate drastically !
For example : Parasite Eve The 3rd Birthday.. i get 30 fps by enabling "draw using VBO" .. but when disabling draw using VBO i get 40-44 fps.. 
I'm using Galaxy S advance running on Gingerbread  Is your galaxy s advange overclocked?
I have the same cpu (2x cortex A9 1 ghz) but in The 3rd Birthday I have and average of 30 fps with 37 max (measured with fps meter).
Ps: I too have to disable VBO drawing because fps drops drastically with it, also 2x rendering hurts performance a lot. Maybe your smartphone has better screen resolution? Or another GPU?
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01-19-2013, 06:17 PM
(This post was last modified: 01-19-2013, 06:22 PM by Carter07.)
(01-19-2013, 05:43 PM)XenoN Wrote: (01-19-2013, 05:24 PM)Carter07 Wrote: (01-19-2013, 04:34 PM)Kaneshiro Wrote: Thanks for the info...by disabling "draw using VBO" improves the frame rate drastically !
For example : Parasite Eve The 3rd Birthday.. i get 30 fps by enabling "draw using VBO" .. but when disabling draw using VBO i get 40-44 fps.. 
I'm using Galaxy S advance running on Gingerbread  Is your galaxy s advange overclocked?
I have the same cpu (2x cortex A9 1 ghz) but in The 3rd Birthday I have and average of 30 fps with 37 max (measured with fps meter).
Ps: I too have to disable VBO drawing because fps drops drastically with it, also 2x rendering hurts performance a lot. Maybe your smartphone has better screen resolution? Or another GPU?
I have a LG L9 with a sgx540 (but it's the overclocked version 384 mhz vs 200mhz in nexus s so it's twice as fast and almost on par with mali 400 in gs2 and galaxy s advance).
I don't think display resolution matters because psp is rendered at its native resolution.
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it's not a issue, it's normal.
Hey everybody, tired of the way games are reported here? look here ->> http://forums.ppsspp.org/showthread.php?tid=5901
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01-20-2013, 12:49 AM
(This post was last modified: 01-20-2013, 12:51 AM by tiktakt0w.)
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My Galaxy s advance not overclocked (Dual Core 1 ghz with mali 400 GPU. Screen resolution 480 x 800), I'm using the armjit version that Henrik share on this forum : http://www.ppsspp.org/files/ppsspp-armjit2.apk
(01-19-2013, 06:17 PM)Carter07 Wrote: (01-19-2013, 05:43 PM)XenoN Wrote: (01-19-2013, 05:24 PM)Carter07 Wrote: (01-19-2013, 04:34 PM)Kaneshiro Wrote: Thanks for the info...by disabling "draw using VBO" improves the frame rate drastically !
For example : Parasite Eve The 3rd Birthday.. i get 30 fps by enabling "draw using VBO" .. but when disabling draw using VBO i get 40-44 fps.. 
I'm using Galaxy S advance running on Gingerbread  Is your galaxy s advange overclocked?
I have the same cpu (2x cortex A9 1 ghz) but in The 3rd Birthday I have and average of 30 fps with 37 max (measured with fps meter).
Ps: I too have to disable VBO drawing because fps drops drastically with it, also 2x rendering hurts performance a lot. Maybe your smartphone has better screen resolution? Or another GPU?
I have a LG L9 with a sgx540 (but it's the overclocked version 384 mhz vs 200mhz in nexus s so it's twice as fast and almost on par with mali 400 in gs2 and galaxy s advance).
I don't think display resolution matters because psp is rendered at its native resolution.
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Okay, now I know that VBO isn't always a win  It is for some though so will keep it as an option but maybe default it to off.
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01-20-2013, 10:33 AM
(This post was last modified: 01-20-2013, 12:12 PM by Carter07.)
I found this in a pdf talling about how to optimize games for mobile, maybe it can help.
4.5. Vertex Buffer Objects
Vertex Buffer Objects (VBO) (and, where available, Vertex Array Objects) are the preferred way of
storing vertex and index data; since VBO storage is managed by the driver there is no need to copy
an array from the client side at every draw call and the driver is able to perform some transparent
optimizations.
Pack all the vertex attributes that are required for a mesh into the same VBO unless a mixture of static
and dynamic attributes are being used. Do not create a VBO for every mesh, it is a good idea to
group meshes that are always rendered together in order to minimize buffer rebinding, this also has
the benefit of improving batching.
For dynamic vertex data one buffer object should be used for each update frequency, and the right
usage flag should be set (STATIC_DRAW,DYNAMIC_DRAW, STREAM_DRAW) when submitting data or
allocating storage with glBufferData
http://www.imgtec.com/powervr/insider/do...ternal.pdf
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(01-20-2013, 10:03 AM)Henrik Wrote: Okay, now I know that VBO isn't always a win It is for some though so will keep it as an option but maybe default it to off. That would be great
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