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Dragon ball z vs Tag (read frame buffer to gpu) android #3173

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brujo5 opened this issue Aug 14, 2013 · 9 comments
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Dragon ball z vs Tag (read frame buffer to gpu) android #3173

brujo5 opened this issue Aug 14, 2013 · 9 comments

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@brujo5
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brujo5 commented Aug 14, 2013

in latest build,when is selected read frame buffer to gpu,the game looks much better.black textures gone.Full speed now.

good improved.

screenshot_2013-08-14-15-48-39

@thedax
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thedax commented Aug 14, 2013

That's nice, but this isn't a forum. If there are no problems here, this should probably be closed.

@brujo5
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brujo5 commented Aug 14, 2013

i only tried report here the progress whit this game.

for example when read frame buffer to cpu is on ,the game looks much better but is unplayable.[very slow)

in non buffer render mode still in black screen.

frame skip enable when read frame buffer to gpu on,is unplayable.since ppsspp-v0.8.1-974 +

@dbz400
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dbz400 commented Aug 16, 2013

I do think we seems to be abusing the use of framebuffer read to memory option.....

@papel
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papel commented Aug 24, 2013

@brujo5
Better accuracy implies worse speed.
"readframe buffer" is done by the real PSP, but some games does not need it to look good and disabling it will improve the performance.
You should close this issue, because this is a solved problem.

@unknownbrackets
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Well, not really. It simply renders directly to vram. Let me explain the difference.

If you think of the PSP as an artist, sometimes she takes a painting and touches it up. Other times she makes copies, or draws sketches. She's happy to share her work with others. She'd be a perfect artist, except she only knows how to use older types of paint.

In contrast, PPSSPP even with that option enabled is pretty different. PPSSPP's artist is happy to touch up paintings - as long as he's the original artist of them. If someone else drew it, he'll always start over with a blank canvas. What's more, he'll redraw it and cover the old painting up - even if you had the previous artist's signature or anything else you cared about in areas you didn't ask him to touch up.

The "read framebuffer to memory" feature basically has it do that - instead of refusing to alter other artist's works, it makes him slap his own painting on top of it and cover up the old one. Often, this is fine, or at least better. But it's still not what is done by the real PSP.

Unfortunately, PPSSPP's artist is a fairly temperamental one, named Open G. L. Good ol' Opie is just really particular about things, and if you try to force him to do things he doesn't like, he just does them real slow like.

-[Unknown]

@papel
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papel commented Aug 25, 2013

If "read framebuffer to memory" is the way to solve the OpenGL limitation, enabling this option improves the accuracy, does not it?
Does OpenGL 3 solve this limitation?

@unknownbrackets
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I'm just saying it's still not what the real PSP does, it's just a different kind of wrong. Several games (for example, Brave Story iirc) crash hard with that option enabled.

-[Unknown]

@papel
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papel commented Sep 9, 2013

Is this a duplicate of #3001?
It seems the game works on Android and does not work on PC.

@dbz400
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dbz400 commented Sep 24, 2013

I think this one can be closed .thanks.

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