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EmuCR: PPSSPPPPSSPP Git (2014/04/14) is compiled. PPSSPP is a fast and portable PSP emulator for Android, Windows, Mac, and Linux, written in C++.

PPSSPP Git Changelog:
* Also color swap DXT textures.
Probably #5878.
* Merge pull request #5874 from unknownbrackets/texcache2
Use GL_BGRA for 32 bit textures on Windows
* Use GL_BGRA for 32 bit textures on Windows.
25% improvement in Popolocrois, probably decent gains in other games using
32-bit textures often. FF2 for example doesn't.
* Merge pull request #5873 from unknownbrackets/texcache
Fix texture cache invalidation...
* Fix texture cache invalidation.
* Merge pull request #5877 from unknownbrackets/gpu-minor
Improve God of War performance
* Interpret iForceMaxEmulatedFPS based on 1.001 NTSC.
* Optimize the case of a direct byte copy.
Small improvement (like 3.5%) in God of War.
* Avoid unbinding the current fbo on block transfer.
Improves God of War performance by 25% (at least in the demo.)
* Propagate texcache hash fails through cluts.
In games that use palette swapping (hi, FF2), if we detect a change in
a texture, another texture with the same address but new clut might not be
rehashed.
This just marks all other textures as dangerous when a hashfail occurs.
Fixes FF2 from recent optimizations. It's slower, but still much faster
than before.
* Simplify gstate_c savestate code a bit.
So it's not as awkward to modify.
* Merge pull request #5872 from unknownbrackets/texcache
Use flags to avoid hashing textures when unchanged
* Switch to a bitmask instead.
* Use flags to avoid hashing textures when unchanged.
If only parameters change (like wrapping or clut, etc.) we don't need to
rehash the data - we know it hasn't changed.
Should reduce the distance between lazy texture hashing on and off.
* Merge pull request #5871 from hrydgard/sceiodread_ms0check
More elegant way of solving #5839 (d_private in sceIoDread)
* Make strcpy_limit slightly more sane.
* VFSFileSystem too
* More elegant way of solving #5839 (d_private in sceIoDread)
We flag filesystems as being FAT32 instead of checking for "ms0:".
* Merge pull request #5870 from VIRGINKLM/master
Blacklist GLTools (Chainfire3D-like app for 3.0+)
* Blacklist GLTools (Chainfire3D-like app for 3.0+)
* Merge pull request #5869 from unknownbrackets/texcache
Avoid rehashing an unchanged texture
* Don't dirty the texture on texmapenable.
Tales of Phantasia X flips on and off texturing during battle transitions.
This causes tons of needless rehashes.
* Simplify texture status checks a bit.
* Merge pull request #5867 from unknownbrackets/gpu-minor
Avoid diff checks in ExecuteOpInternal, check in runloop
* Don't check diff in ExecuteOpInternal().
Since it's not called if !diff, there's no need. Small performance
improvement.
* Use the FLAG_EXECUTEONCHANGE flag.
Improves fps by 1-3% in some games, seems to be a win after all.
* softgpu: Avoid multithreading thin polygons.
Small performance improvement (5-6% in some areas.)

EmuCR: PPSSPP

Download: PPSSPP Git (2014/04/14) x86
Download: PPSSPP Git (2014/04/14) x64
Download: PPSSPP Git (2014/04/14) for Android
Source: Here



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