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Dai-2-Ji Super Robot Taisen Z Saisei-hen - ULJS00460
#21
(09-06-2015, 11:10 AM)gid15 Wrote:
(09-04-2015, 06:09 AM)onelight Wrote: But very slow when prepare menu or other menu screen.
Could you post a log file at INFO level and a profiler output? This might give some hints about the performance issue...


Attached Files
.zip   log-profiler.zip (Size: 138.34 KB / Downloads: 78)
Reply
#22
Code:
21:39:36  INFO      emu - GUI - Configuration / Video
21:39:36  INFO      emu - GUI -     (X) Use OpenGL renderer (default)
21:39:36  INFO      emu - GUI -     ( ) Use internal software renderer
21:39:36  INFO      emu - GUI -     ( ) Use external software renderer
21:39:36  INFO      emu - GUI -     [ ] Disable VBO (automatically disabled if not supported)
21:39:36  INFO      emu - GUI -     [ ] Only GE graphics (not recommended for homebrew)
21:39:36  INFO      emu - GUI -     [ ] Use vertex cache
21:39:36  INFO      emu - GUI -     [X] Use shaders
21:39:36  INFO      emu - GUI -     [ ] Use a Geometry Shader for 2D rendering (only relevant when using shaders)
21:39:36  INFO      emu - GUI -     [ ] Disable UBO (automatically disabled if not supported, only relevant when using shaders)
21:39:36  INFO      emu - GUI -     [ ] Enable VAO (only relevant when using shaders and vertex cache)
21:39:36  INFO      emu - GUI -     [X] Enable saving GE screen to textures instead of memory
21:39:36  INFO      emu - GUI -     [ ] Enable decoding of indexed textures (using CLUT) in shader (only relevant when using shaders)
21:39:36  INFO      emu - GUI -     [X] Enable dynamic shader generation (only relevant when using shaders, recommended for AMD/ATI)
21:39:36  INFO      emu - GUI -     [ ] Enable the shader implementation for the "Stencil Test" (more accurate but slower)
21:39:36  INFO      emu - GUI -     [ ] Enable the shader implementation for the "Color Mask" (more accurate but slower)
21:39:36  INFO      emu - GUI -     [X] Disable optimised VertexInfo reading (may improve compatibility)
21:39:36  INFO      emu - GUI -     [ ] Save Stencil to Memory (more accurate but slower)
Have you tried to not select "Disable optimised VertexInfo reading (may improve compatibility)" and to select "Use vertex cache"?
Always include a complete log file at INFO level in your reports. Thanks! How to post a log
Reply
#23
(09-06-2015, 03:39 PM)gid15 Wrote:
Code:
21:39:36  INFO      emu - GUI - Configuration / Video
21:39:36  INFO      emu - GUI -     (X) Use OpenGL renderer (default)
21:39:36  INFO      emu - GUI -     ( ) Use internal software renderer
21:39:36  INFO      emu - GUI -     ( ) Use external software renderer
21:39:36  INFO      emu - GUI -     [ ] Disable VBO (automatically disabled if not supported)
21:39:36  INFO      emu - GUI -     [ ] Only GE graphics (not recommended for homebrew)
21:39:36  INFO      emu - GUI -     [ ] Use vertex cache
21:39:36  INFO      emu - GUI -     [X] Use shaders
21:39:36  INFO      emu - GUI -     [ ] Use a Geometry Shader for 2D rendering (only relevant when using shaders)
21:39:36  INFO      emu - GUI -     [ ] Disable UBO (automatically disabled if not supported, only relevant when using shaders)
21:39:36  INFO      emu - GUI -     [ ] Enable VAO (only relevant when using shaders and vertex cache)
21:39:36  INFO      emu - GUI -     [X] Enable saving GE screen to textures instead of memory
21:39:36  INFO      emu - GUI -     [ ] Enable decoding of indexed textures (using CLUT) in shader (only relevant when using shaders)
21:39:36  INFO      emu - GUI -     [X] Enable dynamic shader generation (only relevant when using shaders, recommended for AMD/ATI)
21:39:36  INFO      emu - GUI -     [ ] Enable the shader implementation for the "Stencil Test" (more accurate but slower)
21:39:36  INFO      emu - GUI -     [ ] Enable the shader implementation for the "Color Mask" (more accurate but slower)
21:39:36  INFO      emu - GUI -     [X] Disable optimised VertexInfo reading (may improve compatibility)
21:39:36  INFO      emu - GUI -     [ ] Save Stencil to Memory (more accurate but slower)
Have you tried to not select "Disable optimised VertexInfo reading (may improve compatibility)" and to select "Use vertex cache"?

"Use vertex cache" no help, still solw as it was.

.zip   log-profiler2.zip (Size: 76 KB / Downloads: 75)
and "Disable optimised VertexInfo reading (may improve compatibility)" will be a speed up setting if "Use vertex cache" not select.
That settings is for NVIDIA play Gundam vs Gundam Next PLUS. I am sorry about forget change before test this game.
BTW, some of my friend using AMD graphics card, they can't find a good settings which can may JPCSP run Gundam vs Gundam Next PLUS at full speed.
Reply
#24
From the profiler:
Code:
Texture load count: 4786, average 5.8 per GE list
There seems to be quite an usual high number of texture loading per frame. This could explain the poor performance in some screens.
When reaching a slow screen (e.g. with FPS=5), could you enable the log level to DEBUG for a short time (2-3 seconds should be enough) and post the log file?

Thank you!
Always include a complete log file at INFO level in your reports. Thanks! How to post a log
Reply
#25
(09-07-2015, 10:27 AM)gid15 Wrote: From the profiler:
Code:
Texture load count: 4786, average 5.8 per GE list
There seems to be quite an usual high number of texture loading per frame. This could explain the poor performance in some screens.
When reaching a slow screen (e.g. with FPS=5), could you enable the log level to DEBUG for a short time (2-3 seconds should be enough) and post the log file?

Thank you!


Attached Files
.zip   DEBUG-LOG.zip (Size: 81.38 KB / Downloads: 82)
Reply
#26
(09-07-2015, 10:50 AM)onelight Wrote:
(09-07-2015, 10:27 AM)gid15 Wrote: From the profiler:
Code:
Texture load count: 4786, average 5.8 per GE list
There seems to be quite an usual high number of texture loading per frame. This could explain the poor performance in some screens.
When reaching a slow screen (e.g. with FPS=5), could you enable the log level to DEBUG for a short time (2-3 seconds should be enough) and post the log file?

Thank you!
Hmmm, not a single frame has been captured in the DEBUG log... could you try to let it run a bit longer?

Thank you!
Always include a complete log file at INFO level in your reports. Thanks! How to post a log
Reply
#27
(09-07-2015, 01:35 PM)gid15 Wrote:
(09-07-2015, 10:50 AM)onelight Wrote:
(09-07-2015, 10:27 AM)gid15 Wrote: From the profiler:
Code:
Texture load count: 4786, average 5.8 per GE list
There seems to be quite an usual high number of texture loading per frame. This could explain the poor performance in some screens.
When reaching a slow screen (e.g. with FPS=5), could you enable the log level to DEBUG for a short time (2-3 seconds should be enough) and post the log file?

Thank you!
Hmmm, not a single frame has been captured in the DEBUG log... could you try to let it run a bit longer?

Thank you!

.zip   log-profiler3.zip (Size: 363.51 KB / Downloads: 84)
Reply
#28
OK, now one frame is available Smile

The game seems to reload the same texture with different cluts (only changing the clut start parameter):
Code:
22:44:31 DEBUG       ge - GUI - sceGuClutMode(cpsm=3(PSM_8888), shift=0, mask=0xff, start=3)
22:44:31 DEBUG       ge - GUI - tflush 0x089EAA20, buffer_width=512 (512,512)
22:44:31 DEBUG       ge - GUI - tflush texture_storage=0x4(PSM_4BIT_INDEXED), tex_clut_mode=0x3, tex_clut_addr=0x089EA620, texture_swizzle=true
...
22:44:34 DEBUG       ge - GUI - sceGuClutMode(cpsm=3(PSM_8888), shift=0, mask=0xff, start=15)
22:44:34 DEBUG       ge - GUI - tflush 0x089EAA20, buffer_width=512 (512,512)
22:44:34 DEBUG       ge - GUI - tflush texture_storage=0x4(PSM_4BIT_INDEXED), tex_clut_mode=0x3, tex_clut_addr=0x089EA620, texture_swizzle=true
This is causing a texture reload at each time. I will improve the texture caching for this situation.

(09-07-2015, 04:10 PM)gid15 Wrote: OK, now one frame is available Smile

The game seems to reload the same texture with different cluts (only changing the clut start parameter):
Code:
22:44:31 DEBUG       ge - GUI - sceGuClutMode(cpsm=3(PSM_8888), shift=0, mask=0xff, start=3)
22:44:31 DEBUG       ge - GUI - tflush 0x089EAA20, buffer_width=512 (512,512)
22:44:31 DEBUG       ge - GUI - tflush texture_storage=0x4(PSM_4BIT_INDEXED), tex_clut_mode=0x3, tex_clut_addr=0x089EA620, texture_swizzle=true
...
22:44:34 DEBUG       ge - GUI - sceGuClutMode(cpsm=3(PSM_8888), shift=0, mask=0xff, start=15)
22:44:34 DEBUG       ge - GUI - tflush 0x089EAA20, buffer_width=512 (512,512)
22:44:34 DEBUG       ge - GUI - tflush texture_storage=0x4(PSM_4BIT_INDEXED), tex_clut_mode=0x3, tex_clut_addr=0x089EA620, texture_swizzle=true
This is causing a texture reload at each time. I will improve the texture caching for this situation.
The texture cache has been improved in 3e2aa29. Does it help to improve the performance?
Always include a complete log file at INFO level in your reports. Thanks! How to post a log
Reply
#29
(09-07-2015, 04:10 PM)gid15 Wrote: OK, now one frame is available Smile

The game seems to reload the same texture with different cluts (only changing the clut start parameter):
Code:
22:44:31 DEBUG       ge - GUI - sceGuClutMode(cpsm=3(PSM_8888), shift=0, mask=0xff, start=3)
22:44:31 DEBUG       ge - GUI - tflush 0x089EAA20, buffer_width=512 (512,512)
22:44:31 DEBUG       ge - GUI - tflush texture_storage=0x4(PSM_4BIT_INDEXED), tex_clut_mode=0x3, tex_clut_addr=0x089EA620, texture_swizzle=true
...
22:44:34 DEBUG       ge - GUI - sceGuClutMode(cpsm=3(PSM_8888), shift=0, mask=0xff, start=15)
22:44:34 DEBUG       ge - GUI - tflush 0x089EAA20, buffer_width=512 (512,512)
22:44:34 DEBUG       ge - GUI - tflush texture_storage=0x4(PSM_4BIT_INDEXED), tex_clut_mode=0x3, tex_clut_addr=0x089EA620, texture_swizzle=true
This is causing a texture reload at each time. I will improve the texture caching for this situation.
The texture cache has been improved in 3e2aa29. Does it help to improve the performance?
[/quote]
think you, now it run in normal speed.


Attached Files
.zip   log-profiler4.zip (Size: 92.2 KB / Downloads: 85)
Reply
#30
(09-08-2015, 12:31 PM)onelight Wrote: think you, now it run in normal speed.
Great news!

Now the number of texture loads looks normal:
Code:
Texture load count: 98, average 0.0 per GE list
Always include a complete log file at INFO level in your reports. Thanks! How to post a log
Reply


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