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Skip Buffer Effects - UI bugs, plus backend change sometimes causing secondary instance #17404
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When "Skip buffer effects" is enabled, we draw everything straight to the backbuffer, which means the exact resolution your window is in. This mode is meant as desperate performance hack only - when you have exhausted all other tricks and need even more speed on your hardware, and are willing to sacrifice a lot of graphical features. So don't expect things to work correctly when it's enabled, they just won't, and that's how it is. |
And I had read #8713. I want it to run as fast as possible. With all speed settings, it still can't eat all my CPU and GPU to run as fast as possible. |
1x resolution or just use skip buffer with a tiny window. but I highly doubt you'll be bottlenecked by rendering anyway. |
This is an extremely strange use case that PPSSPP isn't optimized for. But try the various backends and see which ones gives you the most frames. |
That cannot possibly have anything to do with the upgrade. Try to restart your machine, install drivers. |
That is not a bug, it's just turning off things that are not relevant when skip buffers is enabled. But yeah, I guess auto frame skipping should be disabled too. Overall, I highly recommend avoiding the Skip buffers setting, it is under "Speed hacks" for a reason and is only useful as a very last resort. |
Yeah, seems like a small UI bug there. Thanks. Whether there's picture quality degradation or not depends on the game. Some games don't function at all with skip buffers enabled, and some look terribly wrong. Again, I wouldn't recommend it, because you'll see stuff wrong in games here and there and assume it's bugs, but it's just things that can't work in that mode. |
There is another bug. When the backend is switched in real time in the game (I thought about it, maybe even before loading the game), there is a certain probability that PPSSPP will start in multi-instance mode when restarting, but in fact there is only one window, and the backend may not be switched successfully in this case. It seems that a new process is loaded before the process has completely exited. Since this is sporadic, I'm not sure if it's related to the menu bug just mentioned. |
Alright, changing this issue to be about these switching bugs. |
The only reason activating skip buffer effects "improves" graphics here is because all of the other hacks that you used that break effects in buffered rendering + reduced resolution while skip buffer effects doesn't render any of those effects at all(in opposite to claiming it renders all effects well which is simply not true) and ends up with resolution of the window as well. |
If so, I suggest designing it as a conflict item in the UI: when it is activated the other corresponding options will be disabled to avoid user confusion. |
This is probably a deadlock/race-condition case that causing the process to stuck when closing down PPSSPP, thus the next time you ran PPSSPP it ends up as the second instance, because there are more than one ppsspp process running if you checked it in Task Manager. PS: As I remembered it was a thread related to audio or input that stuck, not really sure tho, as it's a rare case and been a long time since i bumped into this issue while debugging. May be because the window already closed it can't get messages anymore 🤔 |
…ong invalidation). Fixes part of #17404
I made a quick fix for the skip-buffer option in the menu. Haven't looked into the backend restart thing, that'll have to wait. |
I can't reproduce the restart bug, so I'm gonna post-pone. |
Game or games this happens in
NPJH50701 - SAO:IM
What area of the game / PPSSPP
Please check the texture. This is definitely not 1x resolution clarity.
What should happen
After closing, you can see that the jagged effect on the edges of the tower is much more pronounced.
Logs
No response
Platform
Windows
Mobile phone model or graphics card
NV GTX 770
PPSSPP version affected
1.15.2
Last working version
No response
Graphics backend (3D API)
Direct3D 11
Checklist
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