09-09-2012, 11:38 AM (This post was last modified: 09-09-2012, 11:45 AM by LeonhartGR.)
I copied those from the first post Just a few people notice to look at it. I might have changed something since I do not use an ati card but don't remember. My way is work with the options in the first post and add/remove one option at a time everytime a new version of JPCSP releases. Then test and watch any difference. If there's a problem I deselect the option and move on with the rest.
Microsoft Windows 7 Home Premium x64-based PC
Intel® Core i5-2310 CPU @ 2.90GHz, 3101 Mhz, 4 Core(s), 4
Installed Physical Memory (RAM) 8,00 GB
NVIDIA GeForce GTX 550 Ti (306.23 win7 64bit drivers)
1.023,69 MB Adapter RAM
jpcsp-2574-windows-amd64
jdk-7 windows-x64-02_may_2012 Java
09-11-2012, 01:18 PM (This post was last modified: 09-11-2012, 01:23 PM by Zantetsuken.)
(09-05-2012, 11:16 PM)LeonhartGR Wrote: Ok with jpcsp-2574-windows-amd64 for 64bit systems. I use JPCSP Launcher v1.7.0.5 with full-screen feature 1920x1080 32 bit For my system specs everything worked excellent (shadows work great!) with "Anti-Aliasing at x16" and "Anisotropic filtering=enabled" and with the settings bellow (make sure you have downloaded the latest nvidia even beta driver):
Code:
|Video|
[x] Only GE graphhics (not recommended for homebrew)
[-] Use vertex cache
[x] Use shaders (experimental) <---- Non Nvidia GPU's Disable if you have graphic problems.
[x] Use a Geometry Shader for 2D rendering (only relevant when using shaders) <---- Non Nvidia GPU's Disable if you have graphic problems.
[-] Disable UBO (automatically disabled if not supported, only relevant when using shaders)
[-] Enable VAO (only relevant when using shaders and vertex cache)
[x] Enable saving GE screen to Textures instead of Memory
[-] Enable decoding of indexed textures (using CLUT) in shader (only relevant when using shaders)
[-] Enable dynamic shader generation (only relevant when using shaders rec for AMD/ATI)
[-] Enable the shader implementation for the "Stencil Test" (more accurate but slower)
[-] Enable the shader implementation for the "Color Mask" (more accurate but slower)
|Media|
[x] Use Media Engine
[-] Extract media files to tmp folder
[x] Decode audio files with sonic stage (you must have ss installed for this to work)
[x] Use non-native fonts from flash0 folder
l Compiler l
[x] Use compiler
- 50 max method size
l Display l
OFF and Native (I have 1920x1080 60hz on my 32'' lcd tv screen)
Legend
[-] = Unchecked
[x] = Checked
[!] = Optional, use at own risk (possibly a speedup, can cause crashes / bugs, disable this first if you run into problems)
::When changing options do it before you load the game, or else you'll need to close and restart Jpcsp.::
I don't have the "Use non-native fonts from flash0 folder" option (using 2718; will thest with 2574 later this afternoon).
Also, when I check the Only GE graphhics option, it causes stuttering (2718).
Mind you, I have been using those options right from the start and had no issues, the game runs great. I've now upgraded my 560GTX-Ti to a 660GTX-Ti. The only issue I had was the black squares around numbers on the battle screen I've posted before.
BTW, I found out what was causing black squares around numbers on the screen, it was the "Enable saving GE screen to Textures instead of Memory" option. Disabling it makes textures look pixelated and sprites as well, but removes the black squares around numbers I've mentioned earlier.
[/quote]
BTW, I found out what was causing black squares around numbers on the screen, it was the "Enable saving GE screen to Textures instead of Memory" option. Disabling it makes textures look pixelated and sprites as well, but removes the black squares around numbers I've mentioned earlier.
[quote/]
Try this, enable - "Enable saving GE screen to Textures instead of Memory", during game, right click on screen > options > Video > Filters > None.
Those sq are caused by Antisotropic filter.
This way, much better quality and less pixilation.
09-25-2012, 05:17 AM (This post was last modified: 09-25-2012, 05:19 AM by caizer.)
hello, guys..
i got to the point of near the ending of Crisis Core but it froze.. the light still blinks on the PSP but nothing happens, when i press start, it'll pause just like it's normal but it doesn't continue the scene...
here's the scene, Zack & cloud get off that mini truck or whatever it's called and then Zack carries Cloud & put him besides this rock.. then Zack wiggles Cloud's head, Cloud woke up but Zack started walking away.. The shinra troops surrounded Zack, he withdrew his sword, put it in front of him & after Zack said "Embrace your dreams, and... whatever happens, protect your honor... as SOLDIER!" it stops there, you can't do anything, no save or whatsoever.. i copied the save file into the PC to try it w/ the emu but still the same...
please, i need your help.. i really wanna finish the game..
thanks in advance..
OS: Windows XP SP3 CPU: Intel Core 2 Duo 2.93Ghz VIDCARD: GeForce 7500 GT RAM: 2GB JAVA: 6_38 & 7 (both installed but only 7 is enabled) JPCSP: Rev. 2968
Hey guys I have a problem. The game works but it's very choppy/laggy. In the cutscenes and battles I get massive slowdowns (the fps randomly drops from 30 to like 15 or so). When I'm just exploring and running around the fps is a bit better but the game still stutters every few seconds.
This is my pc config:
PC: Intel Core2Duo E8500 at 3.16Ghz
RAM: 4Gb
OS: Windows 7 64-bit
Graphics card: NVIDIA GeForce 9800GT 1Gb
Graphics card driver: 306.97
Java: Version 7 Update 9 (I have both 32-bit and 64-bit installed)
I'm using jpcsp 2810 (64-bit) with these settings:
Only GE graphics
Use vertex cache
Use shaders
Use a Geometry Shader for 2D rendering
Enable saving GE screen to Textures instead of Memory
Enable decoding of indexed textures (using CLUT) in shader
Ignore invalid memory access
Use Media Engine
Decode audio files with SonicStage
Use compiler (dynarec)
Maximum method size: 50
Anti-aliasing: OFF
Resolution: Native
So is this performance normal for my PC or I'm doing something wrong?
Yeah game is pretty stuttery and slow even on my i5 2400 and 460 gtx.
There is not much you can do-I found that lowering method size to 50 helps a bit,but you already done that.
Try maybe some different value and see if it helps
My FF7CC works pretty well with Jpcsp 0.6 2774. It works ok on Windows 7 and better on Ubuntu 12.04. I've copied tmp folder from the Windows version to Ubuntu version to make the music work. This works well with the cutscenes. But: the background music doesn't play. All it does is to create new at3 files that can't be used.
Is there any way to make the emulator just read the data (wav files!) from tmp/ULUS10336/Atrac folder?