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Improve frame pacing when using Original graphics mode.

Open onda88 opened this issue 4 years ago • 58 comments

discussion here: "https://forum.devchroma.nl/index.php/topic,112.45.html"

credits to CruelTott

onda88 avatar Jun 19 '20 19:06 onda88

Not fully related to this, but since I see mentions of Vsync here, is there any way not to get tearing and flashing subtitles in games with Adrenaline? I tried multiple filter combinations, with and without wifi on, but it always happens.

It's not just tearing, the animations actually go backwards a but sometimes. In games like Daxter and the God of War games the cutscenes are bizarrely awkward. I have a PSP and none of that happens in it, which means the games themselves are fine.

I tried this version (I got the module from the forum you linked) and it didn't help either.

Vita slim running Enso 3.65 and a SD2VITA.

andrebrait avatar Aug 05 '20 16:08 andrebrait

@onda88 @CruelTott Since the goal might be performance, you guys might like what I found out here: https://github.com/frangarcj/vita2dlib/pull/7

libvita2d on the fbo branch was being built (at least by default) with debug options (-Og -g -DDEBUG_BUILD) instead of the -O3 from master.

I don't know how important this would be @TheOfficialFloW, but might be something you want to know (or something I completely missed the mark at).

andrebrait avatar Aug 07 '20 15:08 andrebrait

Thanks for the investigation, I'll look into it this weekend!

TheOfficialFloW avatar Aug 07 '20 15:08 TheOfficialFloW

Using a delay is probably not the right thing to do.

I just stumbled upon it helping when I was trying to figure out why scrolling in PSX games was so juddery when not using a filter.

I initially just added the LCDCSync() to match the one further down in the code that is skipped over if filtering is disabled, since that was the only difference in synchronization I could find between filtered and unfiltered. But that didn't help, so I just added a delay.

Almost any value for delay helps, but some are slightly better, but none are perfect. So there is probably some better way to do it.

CruelTott avatar Aug 10 '20 19:08 CruelTott

The sync at the end of the loop probably was never executed anyway because adrenaline->pops_mode would be 1.

It might be worth checking what happens with the AdrenalineDraw thread removed from the code.

andrebrait avatar Aug 10 '20 21:08 andrebrait

I am still getting the occasional screentear or micro stutter with PSP and PS1 games, on VitaTV. On handheld Vita, I don’t get screentears, but I still get microstutters with smooth PS1 games like Rayman, which is perfectly smooth on real PSP.

Changing graphics modes like filtering shader or filtering original changes the amount of stutters/tear, but it never goes away completely, not even with filter set to Original.

For example, in Rayman first level, if you walk left or right for a few seconds, there will always be a microstutter in the scrolling. On PSP it remains perfectly smooth always.

EDIT: I am not sure anymore that the Rayman scrolling micro stutters are an Adrenaline problem. I just read on a forum that it also happens with the official Rayman Vita purchased from PSN.

rsn8887 avatar Sep 12 '20 23:09 rsn8887

The Rayman stutter is not there on the official psn release as I bought it a couple of months ago to test out this stutter issue. It's also not there in the alundra PSN release either.

I've mentioned before on other forums, this issue of stutter is 100 percent tied to sound somehow. The stutter in alundra for example goes hand in hand with certain drum beats in the soundtrack. In Rayman, it's the same, certain sound effects trigger the stutter.

kristianity77 avatar Sep 25 '20 16:09 kristianity77

Any plans to fix the crash when utilizing the camera?

jeknight1 avatar Jan 08 '21 16:01 jeknight1

Is it known if this patch been implemented ? The frame skipping / pacing is so pronounced with Adrenaline I thought my setup had an issue XD

To make sure I bought a couple Ps1 games from PSN: Einhander, Zanac X Zanac, and the difference between native PS1 emulation and Adrenalin, for the same games @ original PS1 driver settings, is absolute night and day.

Native emulation is flawless and Adrenaline a mess when it comes to smoothness.

Oh how I wished TheFlow had developed a very much needed NoPspEmuDrm instead. As much as seeing the PSP XMB running on Vita is crazy neat, the same can't be said for actually running games (at least all those I tried).

I certainly hope TheFlow would reconsider an hypothetical NoPspEmuDrm if possible technically.

TheShadowRunner avatar Apr 11 '21 23:04 TheShadowRunner

Sadly I dont think the PS1 issues on the Vita are ever going to be fixed. Its just a case now I think of PS1 doesnt work properly for whatever reason and it just has to stay that way. There are a load of games that drop frames and its not performance issues, its tied to sound effects somehow as I've created lots of videos proving this, but no one seems to know the solution.

kristianity77 avatar Apr 12 '21 18:04 kristianity77

Too bad, since several games are not present in the PS Store :(

Zarke669 avatar May 08 '21 14:05 Zarke669

So I'm not sure where to report this but hopefully TheOfficialFloW will get to see it.

There seems to be a limitation or oversight regarding the MC Utility in Adrenaline. It doesn't act exactly the same as in the official emu.

In the official emu, the MC Utility allows to import saves from the current game (MC1 to MC2 / MC2 to MC1) AND from MCs from other games. But in Adrenaline, the MC Manager only sees the MC1 & MC2 for the current game, the import feature seem crippled and won't allow to import a save from a MC from another game.

Open Adrenalin menu > Open Official Settings > Memory Card Utility > Import. The left and right arrows only switch between MC1 and MC2 for the current game, it will not switch to other MCs installed on the system. Doing the same on an official game, the left and right arrows cycle between all the MCs installed on the system.

TheShadowRunner avatar Jun 12 '21 07:06 TheShadowRunner