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[50686] Digimon Adventure Doesn't loads since rev 3013
#21
Code:
03:35:02  INFO      emu - GUI -     [ ] Disable VBO (automatically disabled if not supported)
03:35:02  INFO      emu - GUI -     [ ] Only GE graphics (not recommended for homebrew)
03:35:02  INFO      emu - GUI -     [X] Use vertex cache
03:35:02  INFO      emu - GUI -     [ ] Use shaders
03:35:02  INFO      emu - GUI -     [ ] Use a Geometry Shader for 2D rendering (only relevant when using shaders)
03:35:02  INFO      emu - GUI -     [ ] Disable UBO (automatically disabled if not supported, only relevant when using shaders)
03:35:02  INFO      emu - GUI -     [ ] Enable VAO (only relevant when using shaders and vertex cache)
03:35:02  INFO      emu - GUI -     [ ] Enable saving GE screen to Textures instead of Memory
03:35:02  INFO      emu - GUI -     [ ] Enable decoding of indexed textures (using CLUT) in shader (only relevant when using shaders)
03:35:02  INFO      emu - GUI -     [ ] Enable dynamic shader generation (only relevant when using shaders, recommended for AMD/ATI)
03:35:02  INFO      emu - GUI -     [ ] Enable the shader implementation for the "Stencil Test" (more accurate but slower)
03:35:02  INFO      emu - GUI -     [ ] Enable the shader implementation for the "Color Mask" (more accurate but slower)
03:35:02  INFO      emu - GUI -     [ ] Disable optimized VertexInfo reading (may improve compatibility)
03:35:02  INFO      emu - GUI -     [ ] Save Stencil to Memory (more accurate but slower)
03:35:02  INFO      emu - GUI -     [ ] Use Software Rendering (very experimental, not yet complete, slow)
To locate the problem, have you tried enabling the option "Use shaders"? It provides most of the time more accurate rendering.
Also, "Enable saving GE screen to Textures instead of Memory" gives better graphics when resizing the screen to a resolution larger than the PSP one (e.g. "x2" or "x3").

Does the software rendering ("Use Software Rendering") gives more accurate results? It is much slower but should also be more accurate for some rendering functions.
Always include a complete log file at INFO level in your reports. Thanks! How to post a log
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#22
When I activate all three options for this particular game, the display is inaccurate and more pixelated (see first thirteen screenshots). My computer is too slow to be able to handle it (I get 6-8 FPS). If I disable "Use Software Rendering" and keep the other two options enabled (Use shaders and Enable saving GE screen to Textures instead of Memory), it is just as accurate as PPSSPP (last five screenshots). The white square box that shows up in the middle of the screen when my character is in the Coliseum is removed with these options (last screenshot shows what it looks like). However, the game runs even slower (3-4 FPS and the game takes a while to respond to what I press on the keyboard). I have also provided Logs in case you want it.

EDIT: When I enable both "Enable decoding of indexed textures (using CLUT) in shader" and "Enable dynamic shader generation", the game runs at a more decent speed (14-21 FPS).


Attached Files Thumbnail(s)
                                                                           

.zip   Log_r3048(64bit)_INFO (with Software Rendering).zip (Size: 10.06 KB / Downloads: 159)
.zip   Log_r3048(64bit)_INFO (without Software Rendering).zip (Size: 5.48 KB / Downloads: 170)
.zip   Log_r3048(64bit)_INFO (with Extra Shader Options).zip (Size: 5.58 KB / Downloads: 189)
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