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[Android] [Vulkan] Constant FPS drop in Final Fantasy Type-0 #13464
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@kage2051 Frame rate comparison for both backends? |
That is quite surprising but an interesting find. Needs investigation. |
Does by any chance the new option "clear framebuffer on first use" make any measurable difference here? |
That option was checked during the tests to make sure. |
Another thing that is worth mentioning here: sometimes when Ace (one of the characters) performs a one-hit KO with his card attack, framerate drops to 23 for a second, even on 1x resolution. Also that some non-FMV cutscenes tend to suffer from slight frame drops as well. All of them reproduced on the same device, independently of the backend used. |
This game FPS is horrible on PC as well using the Vulkan renderer and an AMD Gpu |
Is this all through the game? Got a savegame at some particularly bad spot? |
You can see it in the beginning of mission 1 so you dont need a save. |
So the game does a framebuffer copy that gets converted to a readback, as part of a bloom effect. It's a VRAM to VRAM copy, which should be safe enough to convert to an on-GPU framebuffer copy. |
That fix will only improve performance with block transfer effects on, so there's probably more work to do. |
We just set the render area to the union of the scissor rects used in a pass. Might help some games on some mobile hardware, a little bit. Possibly #13464?
Did #13541 make any kind of difference? (I'd primarily expect it to make a difference on Mali GPUs on mobile...) |
No big difference to be honest. I could only play on 1x using Vulkan, while with GL I get 30fps on 3x. |
I recently enabled the use of reduced-precision math in Vulkan fragment shaders, just like we always had on GL. Did that have any effect here? |
It only improved speed a bit on 2x IR, I still get 20fps at the same scene if I increase the resolution to 3x. |
Ok. Could you grab a GE frame dump of a scene where you're getting a large difference between the two APIs? I'd like to take a closer look. Instructions: https://github.com/hrydgard/ppsspp/wiki/How-to-create-a-frame-dump , then zip it up and drag into a message here. |
Results below: Vulkan: |
Thanks! Will be very helpful when I get back to this issue. |
The interesting thing would be to compare Vulkan and OpenGL on your device, since the report here is about Vulkan being unexplainably slower.. |
If you increase the render resolution, is there a point where either slows down? if so, which one (or both)? |
great! |
Looks to me that there's not much difference in VK vs OpenGL on your device, but neither runs quite fast enough. That's not really an issue on its own, it's just that the game is a little too heavy to emulate for your device.... I think I'm gonna go ahead and close this, as there are no recent reports of OpenGL being drastically faster than Vulkan. |
Does the type 0 fixed?? i can't pass through the elevator at the start of mission. it crashes everytime |
When using 2x or higher rendering resolution and Vulkan backend, I get constant FPS drop in the game mentioned above, even with block transfer effects set to off.
On GL though, I can run it decently as long as I use any resolution not higher than 3x.
Device tested:
Redmi Note 6 Pro (SD636, 4GB RAM)
Android 9
Latest development build of PPSSPP. Tried going back to stable but it just makes the issue even worse.
Other settings shown below:
![Screenshot_2020-09-21-21-17-55-806_org ppsspp ppsspp](https://user-images.githubusercontent.com/25725203/93916809-52703c00-fcc7-11ea-8421-fe34df5391a2.jpg)
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