JPCSP games tested with Athlon X2 4850e, 4 GB RAM, Radeon HD 3300 (onboard), OpenGL: 3.3.11653, Windows XP SP3 32-bit PPSSPP games tested with Intel i3, 4 GB RAM, Intel HD Graphics 2000 (onboard), OpenGL: 3.1.0 Build 6.14.10.5421, Windows XP SP3 32-bit
05-27-2020, 01:16 PM (This post was last modified: 05-27-2020, 01:17 PM by sum2012.)
380ea0b version
1:can go to in-game.but slow fps 7-9->log_and_profier.7z
2:Switch umd ok (umd2 -> start-> umd1)->switchlog.txt
2:Sometimes bad screen ->logbad.txt
Code:
06:51:02 WARN hle.sceGe_user - user_main - hleGeListEnQueue can't enqueue duplicate list address 0x08881EC0, stack 0x095AD6A8
06:51:03 ERROR ge - GUI - Waiting too long on stall address 0x08881F00, aborting the list PspGeList[id=0x2, status=PSP_GE_LIST_STALL_REACHED, list=0x08881EC0, pc=0x08881F00, stall=0x08881F00, cbid=0x0, ended=false, finished=false, paused=false, restarted=false, reset=false]
06:51:03 ERROR ge - GUI - Waiting too long on stall address 0x08881F00, aborting the list PspGeList[id=0x2, status=PSP_GE_LIST_STALL_REACHED, list=0x08881EC0, pc=0x08881F00, stall=0x08881F00, cbid=0x0, ended=false, finished=false, paused=false, restarted=false, reset=false]
06:51:03 ERROR ge - GUI - Waiting too long on stall address 0x08881F00, aborting the list PspGeList[id=0x2, status=PSP_GE_LIST_STALL_REACHED, list=0x08881EC0, pc=0x08881F00, stall=0x08881F00, cbid=0x0, ended=false, finished=false, paused=false, restarted=false, reset=false]
06:51:03 ERROR ge - GUI - Waiting too long on stall address 0x08881F00, aborting the list PspGeList[id=0x2, status=PSP_GE_LIST_STALL_REACHED, list=0x08881EC0, pc=0x08881F00, stall=0x08881F00, cbid=0x0, ended=false, finished=false, paused=false, restarted=false, reset=false]
06:51:03 ERROR ge - GUI - Waiting too long on stall address 0x08881F00, aborting the list PspGeList[id=0x2, status=PSP_GE_LIST_STALL_REACHED, list=0x08881EC0, pc=0x08881F00, stall=0x08881F00, cbid=0x0, ended=false, finished=false, paused=false, restarted=false, reset=false]
06:51:03 ERROR ge - GUI - Aborting current list processing due to too many errors
Real psp don't return ERROR_BUSY error code on GeListEnQueue->jpcsptrace_log.7z
PPSSPP also don't raise the error code\error message (sceGeListEnqueue: can't enqueue, list address) ->ppsspplog.7z
(05-27-2020, 01:16 PM)sum2012 Wrote: 1:can go to in-game.but slow fps 7-9->log_and_profier.7z
Could you please check if the performance issues have been introduced by the commit 8afa36f (Improved timing for rendering large textures stored in normal RAM)?
According to the profiler log, this application has a very simple rendering: only displaying 3 or 4 sprites per draw list.
Code:
GE list duration: 6127ms, average 1.5ms per GE list, max FPS is 679.1
prim: called 18314 times, average 4.4 per GE list
GU_TEXTURE_16BIT|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=10: used 14153 times in PRIM, average 3.4 per GE list
GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12: used 4161 times in PRIM, average 1.0 per GE list
Always include a complete log file at INFO level in your reports. Thanks! How to post a log
(05-27-2020, 01:16 PM)sum2012 Wrote: 1:can go to in-game.but slow fps 7-9->log_and_profier.7z
Could you please check if the performance issues have been introduced by the commit 8afa36f (Improved timing for rendering large textures stored in normal RAM)?
According to the profiler log, this application has a very simple rendering: only displaying 3 or 4 sprites per draw list.
Code:
GE list duration: 6127ms, average 1.5ms per GE list, max FPS is 679.1
prim: called 18314 times, average 4.4 per GE list
GU_TEXTURE_16BIT|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=10: used 14153 times in PRIM, average 3.4 per GE list
GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12: used 4161 times in PRIM, average 1.0 per GE list
(05-27-2020, 01:16 PM)sum2012 Wrote: 1:can go to in-game.but slow fps 7-9->log_and_profier.7z
Could you please check if the performance issues have been introduced by the commit 8afa36f (Improved timing for rendering large textures stored in normal RAM)?
According to the profiler log, this application has a very simple rendering: only displaying 3 or 4 sprites per draw list.
Code:
GE list duration: 6127ms, average 1.5ms per GE list, max FPS is 679.1
prim: called 18314 times, average 4.4 per GE list
GU_TEXTURE_16BIT|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=10: used 14153 times in PRIM, average 3.4 per GE list
GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12: used 4161 times in PRIM, average 1.0 per GE list
OK, it would be helpful to have a log at DEBUG level when the performance is low. I do not need the DEBUG level from the beginning, only enable it when reaching the low performance screens and just keep it for 2 or 3 seconds.
I just need to see how one screen is being rendered in detail.
Thank you!
Always include a complete log file at INFO level in your reports. Thanks! How to post a log