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Render Duplicate Frames to 60 Hz Option
10-12-2020, 12:53 AM
Post: #1
Render Duplicate Frames to 60 Hz Option
I've seen this option presented in the setting menu and tried to turn it on. However, it did not seem to work as intended. The frame counter still showed my games running at 30 fps and I can visibly see it was not as smooth as 60fps.

The games I tested were Phantasy Star Portable 2 and Final Fantasy Type 0.
The settings were:

Backend: OpenGL
Mode: Buffered Rendering
Simulate Block Transfer Effect: On
Render Duplicate Frames To 60 Hz: On
Buffer Graphics Commands: Up To 2
Hardware Transform: On
Software Skinning: On
Vertex Cache: On
Spline/Bezier Curves Quality: High
Hardware Tessallation: On


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10-12-2020, 03:23 PM
Post: #2
RE: Render Duplicate Frames to 60 Hz Option
This option has nothing to do with FPS modifications, it's duplicating frames for PPSSPP to have something to display(instead of waiting) every time a standard 60hz screen refreshes, in the past this was only active via post process flag since animated shaders require it, however it turns out some people with outdated fixed sync displays have problems running PSP games without some stutter and weird things, this option helps them.

PPSSPP will never have option to double FPS or anything like that, this can only be achieved by patching the games itself since each one works differently, we have a thread with some patches on our forum, but a lot of them will have a negative impact on gameplay, changing physics, timing etc. some of them break games much more, so when using them, don't report issues as this just wastes everyone time, for many of them you will need to disable the cheat, restart emulation and reload from standard in-game savedata to get rid of potential issues.

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.
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