Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

earh defense force portable 2 laggy on android #6958

Closed
tiamat999 opened this issue Sep 27, 2014 · 17 comments
Closed

earh defense force portable 2 laggy on android #6958

tiamat999 opened this issue Sep 27, 2014 · 17 comments
Milestone

Comments

@tiamat999
Copy link

on windows pc the game runs fine on android tablet it is really laggy is it that tablets are not powerful enough to play it or something else

@daniel229
Copy link
Collaborator

That game is also slow on PC,42fps max in this scene.
01

@tiamat999
Copy link
Author

Thats normal on the pc when playing it the lag on android is the real problem

@tiamat999
Copy link
Author

would be nice to get some input from anyone

@Elwood89
Copy link

I would not get my hopes up, the Sandlot games have a legendary tradition of being either badly optimised, or simply going far beyond every platform's capabilities. I also have EDF 2 on ps2 and EDF 2025 on ps3. Guess what, they are all lagfests on both systems.
So it's really no wonder that they run slow in an emulator on a mobile phone ;).
The best way to play is in the non-buffered mode. My Exynos S3 gets around 13-15 fps in-game, and more in underground levels. Too bad that the sky is missing in unbuffered... Would be great if we could get it back, black background in day scenes is not nice.
So if a 3 year old phone can get almost 50% fps, I'm quite sure that something like a Nvidia Shield tablet could play this at 100% speed in non-buffered. Anyone care to check that?

@unknownbrackets
Copy link
Collaborator

@daniel229 is that how it's supposed to look? The shadows look wrong. Seems like it's probably doing blending against its render target there.

-[Unknown]

@daniel229
Copy link
Collaborator

Yes,they are wrong.
201102101324_003

@hrydgard
Copy link
Owner

"20900 flushes" is why it's slow, neither OpenGL nor DirectX drivers are efficient enough to let you do that. Somehow we fail to combine the draw calls it makes, it would be interesting to look at a frame display list dump.

@daniel229
Copy link
Collaborator

frame dump here.
(rename jpg to rar)
ppsspplog

@hrydgard
Copy link
Owner

Thanks, this is another game (some Gundam game does it too) that ruins performance by switching culling back and forth, they must have a weird mesh-to-tri-strip converter.. I guess I will have to implement a workaround for these games.

@Elwood89
Copy link

That's great news, so there is hope for us!
BTW these are not shadows, I think that that is the developer's idea of bloom... nice, black bloom...

@tiamat999
Copy link
Author

so any news?

@tiamat999
Copy link
Author

When can we expect the work around just wondering

@tiamat999
Copy link
Author

1.0 did nothing for it sadly come on I really want to play this on my tablet badly

@Elwood89
Copy link

I would not hold my breath... this is a niche game, and the devs probably have many more pressing problems to solve before they even get to work on this. So we can only hope that some day this might get fixed.

@daniel229
Copy link
Collaborator

Vertex Cache slow down the game 30%+

Vertex Cache on
01

Vertex Cache off
02

@unknownbrackets
Copy link
Collaborator

Yeah, as I recall the issue here is that it brings almost no benefit - so it just hashes more, but never ends up caching or winning any speed.

-[Unknown]

@unknownbrackets
Copy link
Collaborator

With #10973, we should now be using larger vertex buffers and caching a lot better. Also, vertex cache is off by default now.

As such, I'm going to close this - feel free to comment if performance hasn't improved in the latest git, and we'll reopen. If you're reading this and the year isn't 2018, you're probably seeing a new issue so it'd be better to open a new issue than comment.

-[Unknown]

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

5 participants