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
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.
log-profiler2.zip (Size: 76 KB / Downloads: 132)
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.
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
(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?
(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
(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?