Related
As far as i know, u guys knew what is supposed to happen when 16-bit Transparency was enabled same goes for Surface Dithering... Problem is, i feel like it does absolutely nothing to my phone when i enabled 16-bit and disabled Surface Dithering... Yea the perfomance is still the same... Right now, I'm thinking whether to leave it that way or switching Surface Dithering ON to get better graphics in this phone... So which one??? Leave it for nth or graphics stuff?
Sent from my GT-I8150 using xda app-developers app
TiTAN-O-One said:
As far as i know, u guys knew what is supposed to happen when 16-bit Transparency was enabled same goes for Surface Dithering... Problem is, i feel like it does absolutely nothing to my phone when i enabled 16-bit and disabled Surface Dithering... Yea the perfomance is still the same... Right now, I'm thinking whether to leave it that way or switching Surface Dithering ON to get better graphics in this phone... So which one??? Leave it for nth or graphics stuff?
Sent from my GT-I8150 using xda app-developers app
Click to expand...
Click to collapse
Well Dithering is supposed to display the icons smoother while scrolling but additionaly require the CPU to do some calculations, so it will cause more load to it when enabled. The same with Transparency. At 32 bit it will cause more load than just at 16 bit, so by disabling dithering and enabling 16bit transparency you not just will reduce the amount of load, but also the consumption due to this.
I for myself diesabled CPU rendering completely in CM9, so the whole UI is rendered by the GPU only, which not only reduces the consumption this way, but also leaves more power to the CPU for other tasks. Together with disabling dithering and enabling 16bit transparency this even eliminated the micro lags while scrolling in the launcher or app drawer. In CM10 this is a bit different because of project butter, but for CM9 it made a real difference for me, though I can´t see any difference in image quality.
honeyx said:
Well Dithering is supposed to display the icons smoother while scrolling but additionaly require the CPU to do some calculations, so it will cause more load to it when enabled. The same with Transparency. At 32 bit it will cause more load than just at 16 bit, so by disabling dithering and enabling 16bit transparency you not just will reduce the amount of load, but also the consumption due to this.
I for myself diesabled CPU rendering completely in CM9, so the whole UI is rendered by the GPU only, which not only reduces the consumption this way, but also leaves more power to the CPU for other tasks. Together with disabling dithering and enabling 16bit transparency this even eliminated the micro lags while scrolling in the launcher or app drawer. In CM10 this is a bit different because of project butter, but for CM9 it made a real difference for me, though I can´t see any difference in image quality.
Click to expand...
Click to collapse
Thank you man.
For me, CPU rendering disabled, dithering disabled and 16bit enabled, is the best config for performance, I can't see difference in image quality, but in performance I can.
Sent from my GT-I8150 using Tapatalk 4 Beta
[Q] Force GPU rendering on 2D operations (on some ROMS) & live wallpaper drain change
Greetings, Could not post this in its relevant thread as I'm a new member.
After trying Criskelo ROM v17 I have noticed that the drain of live wallpaper which was nonexistent under the battery in settings, is now visible at a quite high percentage ( not visible to 4-5%).
I'm wondering if this could be due to the "Force GPU rendering on 2D operations" property of the ROM.
If forced gpu rendering could be the cause for the additional drain from live wallpapers, I'll search for a way to make it not forced, I guess
smage85 said:
Greetings, Could not post this in its relevant thread as I'm a new member.
After trying Criskelo ROM v17 I have noticed that the drain of live wallpaper which was nonexistent under the battery in settings, is now visible at a quite high percentage ( not visible to 4-5%).
I'm wondering if this could be due to the "Force GPU rendering on 2D operations" property of the ROM.
If forced gpu rendering could be the cause for the additional drain from live wallpapers, I'll search for a way to make it not forced, I guess
Click to expand...
Click to collapse
Settings - Developer Settings - Force GPU Rendering
Simone said:
Settings - Developer Settings - Force GPU Rendering
Click to expand...
Click to collapse
Did check that but its turned off (maybe it's turned on in some other way). What could be so different in a stock based ROM as to change live wallpaper battery drain behaviour so much?
smage85 said:
Did check that but its turned off (maybe it's turned on in some other way). What could be so different in a stock based ROM as to change live wallpaper battery drain behaviour so much?
Click to expand...
Click to collapse
I don't really know but I do have a slightly better battery life when I have Force GPU Rendering on.
Hello guys,
please tell everyone the best settings (in your opinion) for PPSSPP Games on Shield in this thread.
Start with your current PPSSPP- version, the title of the PSP game, your best settings with the FPS and speed
on average (any slowdowns?) , known bugs or any issues and maybe your comment. Thanks for your help! :good:
Issue with a lot of games at the moment: Only if you minimize the game and open it again (or close the Shield).
-> Perhaps controls don`t work and the display flickering.
Currently used PPSSPP version: v0.9.5-273-g0845d06
Game: Manhunt 2
Settings: -> Graphics
Mode: Buffered Rendering
Frameskipping: Auto (2 is a good option too, but Auto works best for me + smoother)
Prevent FPS from exceeding 60: on
Postprocessing shader: Bloom or Natural Colors (looks great)
Stretch to display + Mipmapping: on
Rendering Resolution: 3xPSP
Hardware transform + Vertex Cache + Vertex Decoder Jit: on
Low quality splines: off
Texture scaling options:
Nothing changed
Anisotropic filtering: 8x
Texture filter: Auto
Hack settings options:
Nothing enabled
Settings: -> System
Fast memory (unstable): On
Multithreaded: off
I/O on thread: on
Change CPU clock: 0
Atomic Audio locks: on
Speed on Average: 90 - 105 %
FPS on Average: 17 - 24
Slowdowns: Very rare
Bugs: No specific.
Comment: Make sure to disable the "grain effect" ingame. Good speed and nice graphics, too.
Game: Untold Legends - Brotherhood of the Blade
Settings: -> Graphics
Mode: Buffered Rendering
Frameskipping: 2 (Auto is sometimes very slow)
Prevent FPS from exceeding 60: on
Postprocessing shader: Bloom
Stretch to display + Mipmapping: on
Rendering Resolution: 3xPSP
Hardware transform + Vertex Cache + Vertex Decoder Jit: on
Low quality splines: off
Texture scaling options:
Nothing changed
Anisotropic filtering: 8x
Texture filter: Auto
Hack settings options:
Nothing enabled (when on it caused graphical issues)
Settings: -> System
Fast memory (unstable): On
Multithreaded: off (when on it caused stability issues)
I/O on thread: on
Change CPU clock: 0
Atomic Audio locks: on
Speed on Average: 93 - 102 %
FPS on Average: 20 - 23
Slowdowns: Rare
Bugs: No specific.
Comment: A great game in Diablo-Style, smooth gameplay and looks awesome with this options.
thanks for this!
Currently used PPSSPP version v0.9.5-529-ge89b158
Game: flOw
Settings: -> Graphics
Mode: Non-buffered rendering (buffered rendering caused glitches)
Frameskipping: Off
Prevent FPS from exceeding 60: on
Postprocessing shader: (auto off because non-buffered rendering)
Stretch to display + Mipmapping: on
Rendering Resolution: (auto off because non-buffered rendering)
Hardware transform + Software Skinning +Vertex Cache + Vertex Decoder Jit: on
Low quality splines: off
Texture scaling options:
Nothing changed
Anisotropic filtering: 8x
Texture filter: Auto
Hack settings options:
Nothing enabled
Settings: -> System
Fast memory (unstable): Off
Multithreaded: off
I/O on thread: on
Change CPU clock: 0
Atomic Audio locks: on
Speed on Average: 98 - 102 %
FPS on Average: 30/30
Slowdowns: None
Bugs: Minimal (!) sound stuttering (but not annoying)
Comment: flow gameplay, works very well !
Game: Monster Hunter Freedom Unite
Settings: -> Graphics
Mode: Buffered Rendering
Frameskipping: Auto (or 2)
Prevent FPS from exceeding 60: on
Postprocessing shader: Off (only Blackscreen visible instead of videos when On)
Stretch to display + Mipmapping: on
Rendering Resolution: 3x PSP
Hardware transform + Software Skinning + Vertex Cache + Vertex Decoder Jit: on
Low quality splines: off
Texture scaling options:
Nothing changed
Anisotropic filtering: 8x
Texture filter: Auto
Hack settings options:
Nothing enabled
Settings: -> System
Fast memory (unstable): Off
Multithreaded: off
I/O on thread: on
Change CPU clock: 0
Atomic Audio locks: on
Speed on Average: 97 - 102 %
FPS on Average: 18 - 30
Slowdowns: Very rare
Bugs: Everything seems fine
Comment: Nice game and good speed.
Best Setting for PPSSPP Android: Highest FPS, Tested with God of War
If we compare the game-play of different games on PPSSPP Emulator, some games run fine and some doesn’t. Somewhere, it also depends on the hardware of your android phone. But, here is a common Profile Setting to override this problem. This setting has been reached after numerous trial and research on games like God Of War – Ghost Of Sparta, Tekken 6, Chain of Olympus, DBZ Series, Final Fantasy, etc.
GRAPHICS:
Set Mode as Non-buffered rendering. Set Frameskipping as Off as 0. Set Alternate Speed as 0. Set Display Resolution as Native Device Resolution. Set Anisotropic filtering as Off. Set Spline Bezier Curves Quality as Medium. Set Show FPS Counter option as Both or FPS.
AUDIO:
Set Audio Latency as High.
SYSTEM:
Set Change emulated PSP’s CPU Clock as 0. Enable Dynarec (JIT) in Developer Tools
More Troubleshooting Settings to PSP Games in Android Phones Smoothly:
Kikat users can Flash Pureperformances script for better gaming quality. If u see dark screen in some games, then use buffered rendering option. If you feel audio is not clear, then try changing Frameskipping setting as 2 or 3. If you feel any game-play is faster than default, then change Alternative Speed to 0 (Auto) or less. For games like God of War Chain of Olympus and Ghost of Sparta, use Alternative Speed as 200 for better performance and Audio Latency as High. Also use Multi-threaded feature in System menu. Enable Texture Coord Speedhack, if needed, for speeding up. Set Spline/beizzzer curves quality to High or Medium and Prevent Fps from exceeding 60.
In Developer options the "force GPU rendering" is already off, but when i switch on "show GPU view updates" the screen is flashing red.
About this app:
Refresh Rate Control: Easily control the max refresh rate (Hz) of android devices with multiple refresh rates (e.g. note20 ultra, s20/S20+/S20Ultra, z fold 2, s21/s21+/s21Ultra, tab S7/S7+). This app can limit max refresh rate to 96hz (or any available refresh rate) on supported smartphones - you can save power with negligible difference on smoothness. Use either the in-app toggle or quick settings tile - ADB setup or Root NOT needed.
Switch to High: Option to use High(Fixed) motion smoothness mode on Samsung devices with native Adaptive motion smoothness***
Current Samsung smartphones natively supporting adaptive refresh rates:
Galaxy Note 20 Ultra
Galaxy Z Fold 2
Galaxy S21, S21+, S21 Ultra
Refresh Rate Monitor: Observe how multiple refresh rates work on your device. Use either the in-app toggle or quick settings tile
Quick Resolution Switcher: Easily switch to any supported resolutions using the included quick setting tile***
Quick High/Adaptive on Power Saving Mode: Easily switch to high or adaptive motion smoothness mode (from Standard) even on power saving mode on supported Samsung smartphones.***
Force to Lowest Hz: Force lowest refresh rate on screen-off/AOD. This overrides Samsung's strange stock behavior which sets the refresh rate to the highest on screen off (update: it is now at 60hz since oneui3.0) - to improve standby power consumption a bit - ADB setup or Root NOT needed.
Auto apply power saving mode during screen-off***
Tasker plugin support: Automate GMH settings using Tasker plugin support. Supported actions/variables: Max Refresh Rate, Keep Motion Smoothness on PSM, Motion Smoothness Mode, Quick-doze Mod, Change Screen Resolution.
Ad-Free Exclusive Features:
Keep motion smoothness when power saving mode is enabled - either manually or by the system/adaptive power saving***
Adaptive refresh rate mod: Experimental adaptive refresh rate mod for devices supporting multiple refresh rates but do not have the native Adaptive motion smoothness (e.g. S20 series, S20FE, TabS7/S7+, A52, A72)***
Quick-doze mod: Quick doze mode during screen-off to improve standby power consumption***
Set minimum refresh rate for adaptive mode to 60hz or lower (if available)***
Resolution switcher filter: Filter what screen resolutions to include for the resolution switcher QS tile.
Statusbar net speed indicator
7-day Ad-Free Trial is available. Just click "Activate Ad-free" button and activate free trial when prompted.
***these marked features require one-time ADB setup (this is not root)
Download link , FAQs and more info in original xda thread
v7.10.00 in-app update now available!
tribalfs said:
v7.10
- Custom max hz option for power saving mode- Automate GMH settings using Tasker plugin support. Supported actions/variables: Max Refresh Rate, Keep Motion Smoothness on PSM, Motion Smoothness Mode, Quick-doze Mod, Change Screen Resolution.- Some code refactoring and optimizations
Click to expand...
Click to collapse
v7.10.21 in-app update now available
- Bug fixesv7.10 changes- Separate Max hz setting for power saving mode- Automate GMH settings using Tasker plugin support. Supported actions/variables: Max Refresh Rate, Keep Motion Smoothness on PSM, Motion Smoothness Mode, Quick-doze Mod, Change Screen Resolution. Check FAQs for the basic setup guide.- Some code refactoring and optimizationsNote: Clear app's data if experiencing any issues
Isn't it possible to get the screen damaged/worn out, when its switching the refresh basically every couple of seconds?
SkylinesHD said:
Isn't it possible to get the screen damaged/worn out, when its switching the refresh basically every couple of seconds?
Click to expand...
Click to collapse
I don't think so as long as it's switching only between supported refresh rates.
v7.12 in-app update now available
- More customizable maintenance window interval for Quick-Doze Mode
v7.11
- Added turn-off autosync option under screen-off mods
v7.14.00 in-app update now available.
tribalfs said:
v7.14
Added Auto SENSORS OFF (experimental non-root workaround): Device sensors will automatically turn off while screen is off until the device is unlocked. With tasker support so you can enable and disable this setting on the conditions you set.
Click to expand...
Click to collapse
tribalfs said:
v7.13
Anti-flicker: added minimum brightness threshold for Adaptive mod similar to the native one. When the device's display brightness falls below the set minimum brightness threshold, adaptive mod will pause and will resume once the brightness increases again above the threshold. This is for devices who are experiencing flickers when refresh rate switches at certain low brightness level.Stability and bug fixes
Click to expand...
Click to collapse
v7.14.10 in-app update now available
-48hz on force lowest on screen off/AOD now works on S20/+/Ultra on any refresh rate mode-improvements on brightness threshold for adaptive mod performance(anti-flicker)-added quick settings tille to toggle min hz for adaptive mod on supported devices-added tasker option to toggle min hz for adaptive mod on supported devices-other fixes
v7.14
Added Auto SENSORS OFF (experimental non-root workaround): Device sensors will automatically turn off while screen is off until the device is unlocked. With tasker support so you can enable and disable this setting on the conditions you set.
Thanks for your work, gonna test with my A72 as soon as it arrives
v7.14.18 in app update
Fixed bugs on OneUi4.0: brightness threshold for adaptive mod bug, netspeed indicator bug
Fixed bug on minimum hz tile and minimum hz tile tasker command
Minor layout and tile improvements
Auto dim refresh rate overlay when not changing after few seconds
Fixed crashes on netspeed indicator
v7.14.17
Workaround for auto sensors off for OneUI4.0. Prior method was already blocked in A12.
Experimental workaround: enabling High/Adaptive on PSM on OneUI4.0 (not working on some models)
Fixed: setting min hertz for adaptive (%lhz) using Tasker not working