Is anyone here running the Intel HD laptop gpu? I have slow fps but games run. What settings can I use with my gpu to get playable speeds? I have read through all the settings in the threads on this site, but saw nothing about my gpu.
The shaders almost work now with rev 2012, where they didn't before. I used to have a black screen, but now there are a least some images coming up. No gameplay, just stats such as lives, weapons etc. showing up. Point being, it seems as though my gpu may be similar to the AMD.
Trying to get decent fps speeds on games. Most games run at 1 to 5 fps. Final Fantasy 7 runs at full speed, and is the only one playable. Are there any settings I can use to get this working? I have tried every combo of settings I can think of. I have the JPCSP launcher with the xms set to 1024. Anything else I can do? So far best settings are sonic stage and media engine, vertex cache checked, and only GE graphics. Can't use shaders.
(03-29-2011, 06:18 AM)luckwii Wrote: Can't use shaders.
Could you try the following setting combinations and post a log file at INFO level for each of them. Also, screenshots showing incorrect graphics would be helpful.
- Use shaders
- Use shaders + dynamic shader generation
- Use shaders + dynamic shader generation + disable UBO
03-29-2011, 11:36 AM (This post was last modified: 03-29-2011, 12:18 PM by luckwii.)
(03-29-2011, 06:54 AM)gid15 Wrote:
(03-29-2011, 06:18 AM)luckwii Wrote: Can't use shaders.
Could you try the following setting combinations and post a log file at INFO level for each of them. Also, screenshots showing incorrect graphics would be helpful.
- Use shaders
- Use shaders + dynamic shader generation
- Use shaders + dynamic shader generation + disable UBO
Thanks!
The 2.39 KB log is with shaders only.
This 2.49 KB log is with shaders and dynamic shader generation.
The 3.07 KB log is with shaders, dynamic shader gen., and UBO.
Sorry, no screenshots, couldn't get in game. Black screen only with any shader option.
From the log file, it looks like only a very old OpenGL and shader version are supported. Are you sure you have installed the latest drivers for your graphic card?
From the log file, it looks like only a very old OpenGL and shader version are supported. Are you sure you have installed the latest drivers for your graphic card?
The installed drivers is via Gateway, the laptop manufacturer. It is up to date. I cannot install the latest Intel drivers, because the manufacturer drivers override. Although supposedly, with my integrated chip, OpenGL 3.0 is supported.
Able to install the up to date Intel drivers now. I missed an update on 3/10 I guess. This time it let me install the Intel driver.
No change in emulator fps, and no shaders still. Any ideas for settings in the emulator as a work around?
Frocking Intel. It is due to their false claims of OpenGL 3.0 support. They only partially support 3.0.
So does this mean there are no options for Intel users indefinitely? Any chance of getting JPCSP working ever?
I wasn't being mean when I said to buy one. I get you have a laptop. I had the same problem with mine and I got a Ati since it was cheap. Sorry but I think the only way is to get 4.0 support some how on your laptop.
From the log file, it looks like only a very old OpenGL and shader version are supported. Are you sure you have installed the latest drivers for your graphic card?
The installed drivers is via Gateway, the laptop manufacturer. It is up to date. I cannot install the latest Intel drivers, because the manufacturer drivers override. Although supposedly, with my integrated chip, OpenGL 3.0 is supported.
Able to install the up to date Intel drivers now. I missed an update on 3/10 I guess. This time it let me install the Intel driver.
No change in emulator fps, and no shaders still. Any ideas for settings in the emulator as a work around?
Frocking Intel. It is due to their false claims of OpenGL 3.0 support. They only partially support 3.0.
So does this mean there are no options for Intel users indefinitely? Any chance of getting JPCSP working ever?
Could you post updated log files with the new driver? I might find a workaround...
03-30-2011, 11:28 AM (This post was last modified: 03-30-2011, 11:29 AM by MaXiMu.)
gid15
Intel last drivers not supported Extension GL_EXT_gpu_shader4 tested with Intel Graphic HD card with I3 CPU.
Code:
0 [GUI] INFO emu - Java version: 1.6.0_24 (1.6.0_24-b07)
15 [GUI] INFO emu - Jpcsp v0.6 2050
15 [GUI] INFO emu - UMD param.sfo :
BOOTABLE = 1
CATEGORY = UG
DISC_ID = UCJS10041
DISC_NUMBER = 1
DISC_TOTAL = 1
DISC_VERSION = 1.00
PARENTAL_LEVEL = 1
PSP_SYSTEM_VER = 1.50
REGION = 32768
TITLE = Cube sample
probably homebrew? false
46 [GUI] DEBUG hle - Loading HLE firmware up to version 150
234 [GUI] INFO emu - Loading global compatibility settings
234 [GUI] INFO ge - Only GE Graphics: false
234 [GUI] INFO hle.sceMpeg - Using JPCSP connector
234 [GUI] INFO hle.sceMpeg - Media Engine enabled
436 [GUI] INFO hle.sceAudio - Audio ChReserve disabled: false
436 [GUI] INFO hle.sceAudio - Audio Blocking disabled: false
436 [GUI] INFO hle.ThreadManForUser - Audio threads disabled: false
436 [GUI] INFO memory - Ignore invalid memory access: true
530 [GUI] DEBUG emu - No patch file found for this game
904 [GUI] DEBUG hle - Loading HLE firmware up to version 150
967 [GUI] DEBUG emu - Loader: Relocation required (PRX)
967 [GUI] DEBUG memory - PH#0: loading program 08804000 - 0880D838 - 08915F00
998 [GUI] DEBUG memory - PH alloc consumption 00111F00 (mem 001086C8)
998 [GUI] DEBUG memory - .sbss: ignoring zero-length type 8 section 0880D838
998 [GUI] DEBUG memory - .bss: clearing section 0880D840 - 08915F00 (len 001086C0)
998 [GUI] DEBUG memory - .rel.text: relocating 1211 entries
1014 [GUI] DEBUG memory - .rel.init: relocating 2 entries
1014 [GUI] DEBUG memory - .rel.fini: relocating 1 entries
1014 [GUI] DEBUG memory - .rel.lib.ent: relocating 1 entries
1014 [GUI] DEBUG memory - .rel.lib.stub: relocating 24 entries
1014 [GUI] DEBUG memory - .rel.rodata.sceModuleInfo: relocating 5 entries
1014 [GUI] DEBUG memory - .rel.rodata.sceResident: relocating 2 entries
1014 [GUI] DEBUG memory - .rel.rodata: relocating 30 entries
1014 [GUI] DEBUG memory - .rel.data: relocating 266 entries
1014 [GUI] DEBUG memory - .rel.sdata: relocating 2 entries
1014 [GUI] INFO emu - Found ModuleInfo name:'Cube Sample' version:0101 attr:00000000 gp:08815820
1014 [GUI] DEBUG memory - Reserving 0x111F00 bytes at 0x08804000 for module 'disc0:/PSP_GAME/SYSDIR/BOOT.BIN'
1014 [GUI] DEBUG hle.SysMemUserForUser - malloc partition=2, type=PSP_SMEM_Addr, size=0x111F00, addr=0x08804000: returns 0x08804000
1045 [GUI] INFO emu - Found 31 imports from 8 modules
1045 [GUI] DEBUG emu - module_start found: nid=0xD632ACDB, function=0x088040AC
1045 [GUI] DEBUG emu - module_info found: nid=0xF01D73A7, addr=0x0880A030
1045 [GUI] INFO emu - 31 NIDS mapped
1045 [GUI] DEBUG hle.SysMemUserForUser - malloc partition=1, type=PSP_SMEM_Addr, size=0x4000, addr=0x08800000: returns 0x08800000
1060 [GUI] DEBUG hle.SysMemUserForUser - malloc partition=2, type=PSP_SMEM_High, size=0x200, addr=0x00000000: returns 0x09FFFE00
1060 [GUI] DEBUG hle.SysMemUserForUser - free SysMemInfo[uid=5, partition=2, name='ThreadMan-Stack', type=PSP_SMEM_High, size=0x200 (allocated=0x200), addr=0x09FFFE00-0x0A000000]
1060 [GUI] DEBUG hle.SysMemUserForUser - malloc partition=2, type=PSP_SMEM_High, size=0x200, addr=0x00000000: returns 0x09FFFE00
1060 [GUI] DEBUG hle.SysMemUserForUser - free SysMemInfo[uid=7, partition=2, name='ThreadMan-Stack', type=PSP_SMEM_High, size=0x200 (allocated=0x200), addr=0x09FFFE00-0x0A000000]
2945 [GUI] INFO hle.sceFont - Loading font file 'ltn0.pgf'. Font='Liberation Sans' Type='Regular'
3015 [GUI] INFO hle.sceFont - Loading font file 'ltn1.pgf'. Font='Liberation Serif' Type='Regular'
3045 [GUI] INFO hle.sceFont - Loading font file 'ltn2.pgf'. Font='Liberation Sans' Type='Italic'
3065 [GUI] INFO hle.sceFont - Loading font file 'ltn3.pgf'. Font='Liberation Serif' Type='Italic'
3105 [GUI] INFO hle.sceFont - Loading font file 'ltn4.pgf'. Font='Liberation Sans' Type='Bold'
3125 [GUI] INFO hle.sceFont - Loading font file 'ltn5.pgf'. Font='Liberation Serif' Type='Bold'
3155 [GUI] INFO hle.sceFont - Loading font file 'ltn6.pgf'. Font='Liberation Sans' Type='Bold Italic'
3175 [GUI] INFO hle.sceFont - Loading font file 'ltn7.pgf'. Font='Liberation Serif' Type='Bold Italic'
3185 [GUI] INFO hle.sceFont - Loading font file 'ltn8.pgf'. Font='Liberation Sans' Type='Regular'
3225 [GUI] INFO hle.sceFont - Loading font file 'ltn9.pgf'. Font='Liberation Serif' Type='Regular'
3285 [GUI] INFO hle.sceFont - Loading font file 'ltn10.pgf'. Font='Liberation Sans' Type='Italic'
3295 [GUI] INFO hle.sceFont - Loading font file 'ltn11.pgf'. Font='Liberation Serif' Type='Italic'
3335 [GUI] INFO hle.sceFont - Loading font file 'ltn12.pgf'. Font='Liberation Sans' Type='Bold'
3345 [GUI] INFO hle.sceFont - Loading font file 'ltn13.pgf'. Font='Liberation Serif' Type='Bold'
3395 [GUI] INFO hle.sceFont - Loading font file 'ltn14.pgf'. Font='Liberation Sans' Type='Bold Italic'
3405 [GUI] INFO hle.sceFont - Loading font file 'ltn15.pgf'. Font='Liberation Serif' Type='Bold Italic'
3405 [GUI] DEBUG hle.SysMemUserForUser - malloc partition=2, type=PSP_SMEM_High, size=0x40000, addr=0x00000000: returns 0x09FC0000
3425 [GUI] INFO hle.IoFileMgrForUser - pspiofilemgr - filepath disc0/
3535 [GUI] INFO ge - Using RenderingEngineLwjgl15
3545 [GUI] INFO ge - OpenGL version: 2.1.0 - Build 8.15.10.2321
3545 [GUI] INFO ge - Shading Language version: 1.20 - Intel Build 8.15.10.2321
3605 [GUI] INFO ge - Using VBO
3625 [GUI] INFO ge - Using shaders with Skinning
3625 [GUI] INFO ge - Extension GL_EXT_gpu_shader4 not available: not using bit operators in shader
3725 [GUI] ERROR ge - Shader error log: ERROR: 0:216: 'switch' : no matching overloaded function found (using implicit conversion)
ERROR: 0:217: '{' : syntax error parse error[
Code:
Exception in thread "GUI" java.lang.NullPointerException
at jpcsp.graphics.RE.REShader.loadShaders(REShader.java:388)
at jpcsp.graphics.RE.REShader.initShader(REShader.java:130)
at jpcsp.graphics.RE.REShader.<init>(REShader.java:85)
at jpcsp.graphics.RE.RenderingEngineFactory.createRenderingEngine(Render
ingEngineFactory.java:45)
at jpcsp.HLE.modules150.sceDisplay.paintGL(sceDisplay.java:1149)
at org.lwjgl.opengl.AWTGLCanvas.paint(AWTGLCanvas.java:314)
at sun.awt.RepaintArea.paintComponent(Unknown Source)
at sun.awt.RepaintArea.paint(Unknown Source)
at sun.awt.windows.WComponentPeer.handleEvent(Unknown Source)
at java.awt.Component.dispatchEventImpl(Unknown Source)
at java.awt.Component.dispatchEvent(Unknown Source)
at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
at java.awt.EventQueue.access$000(Unknown Source)
at java.awt.EventQueue$1.run(Unknown Source)
at java.awt.EventQueue$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.AccessControlContext$1.doIntersectionPrivilege(Unknown
Source)
at java.security.AccessControlContext$1.doIntersectionPrivilege(Unknown
Source)
at java.awt.EventQueue$2.run(Unknown Source)
at java.awt.EventQueue$2.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.AccessControlContext$1.doIntersectionPrivilege(Unknown
Source)
at java.awt.EventQueue.dispatchEvent(Unknown Source)
at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.run(Unknown Source)
03-30-2011, 11:53 AM (This post was last modified: 03-30-2011, 12:16 PM by luckwii.)
MaxiMU,
Do you get decent speeds on any games? Obviously I have the same setup except for mine is the i5. I've never had any load on the processor. The gpu is a big mismatch IMO with our processors. What settings are you using in your Intel HD properties menu?
I will post a log of my setup with only shaders marked (no media engine/sonic, etc.)
Logs with 2048.
In order again:
- Use shaders
- Use shaders + dynamic shader generation
- Use shaders + dynamic shader generation + disable UBO
Damn, website not letting me post all 3 together...
Okay this is shaders only attached. I will post other two after work. Got leave right now.