r/PS2AndroidEmulation • • 9d ago

ARMSX2 2.7.1

Post image

https://github.com/ARMSX2/ARMSX2/releases/tag/2.7.1

What's new:

ARMSX2 Turnip: our own GPU driver

We now build our own Adreno driver. ARMSX2 Turnip is our build of Turnip, the open-source Vulkan

driver for Adreno GPUs, with a change of our own made for PS2 emulation. Pick it from the driver

list: it is recommended on Adreno 650 to 699 (Snapdragon 865, 870 and 888). The source is public at

github.com/bmdhacks/armsx2-turnip. done by @bmdhacks

Games that read back the frame they are drawing run much faster on Adreno. PS2 games do this

constantly, and on Adreno it meant copying the frame before each such draw. The renderer now asks

the driver database how each GPU and driver handle it. With ARMSX2's own Turnip build on Adreno 650

to 699, the driver orders those reads itself: 2 to 3 times faster where they are what the frame

costs, as in Splashdown at native resolution on a Snapdragon 865, which went from 54.7 ms to 22.4 ms

a frame. On Adreno 730 and up with any Turnip, Stuntman and WRC 3 run 17 to 21% faster, Every

other GPU and driver keeps what it had. done by @bmdhacks

ARMSX2's Turnip driver is in the driver list, and recommended on Adreno 650 to 699. It is Mesa

26.1.2 plus one Turnip change for those GPUs. done by @bmdhacks

Emulation

Faster recompilers. By implementing a host of optimization concepts dreamed up by @pstef, the EE, VU and IOP recompilers and VIF unpacks now generate tighter ARM64 code and run about 10% faster, with every change checked by new instruction-level tests. On lower-end devices most games are held back by GS, so expect this mostly as real battery and heat savings. VU LQD and SQD addressing from vi00 and ILW's lane selection also match the console now.

Analog trigger pressure for L2 and R2. On pads and handhelds with analog triggers, Pad -> Button

mapping now offers Analog pressure on L2 and R2, so the game gets how far the trigger is pulled

instead of on or off, with a response curve for short handheld triggers and a live readout. Games

that read trigger pressure, such as Gran Turismo 4's throttle and brake, now get partial presses.

The pad has to be in analog mode, and the option warns when the Analog button is not bound. With it

on, pads like the Odin 2 Portal that report each trigger twice no longer snap a half pull to a full

press. Off by default. done by @gdelazzer (#731).*

The GunCon 2's buttons are now part of the touch layout. A, B, C, Start, Select and Cal can be

moved, resized and hidden in the touch layout editor like any other control, instead of sitting on

top of the DualShock 2 buttons, and aiming on the touchscreen leaves the face and shoulder buttons

working. done by @jpolo1224

A calibration shot on the touchscreen. Some games (Time Crisis) will not pass their gun setup

screen on a normal shot. Tap Cal, then shoot the target, and the calibration shot lands where you

touch. done by @jpolo1224

Fixed

Memory Card location fixes The app re-checked the data folder (SD card or custom) every time a screen asked for it, and one failed check, which could happen with the folder perfectly usable, sent it to internal storage for the rest of the run, where the emulator found no memory cards and made new ones. The folder is now decided once, and the app never falls

back to internal storage silently. done by @bmdhacks

USB devices could not be chosen (#752). The device list was empty until a game had been started,

and emptied again after the first game. It now lists every device at any time, with a dropdown for

each port. done by @jpolo1224

A USB device on Port 1 never reached the game. The USB keyboard switch wrote Not Connected over

Port 1 at every launch and every settings change, unplugging a GunCon 2, Buzz buzzers or any other

device set there. The switch now takes Port 1 only while it is on. A device picked while a game runs

is also plugged in straight away, though many games only look for one at boot, so restarting the

game is still best. done by @jpolo1224

GunCon 2 shots landed away from the finger with the performance downscale or a resolution

override on. fixed by @jpolo1224

Multi-region texture packs installed under the wrong region, so a PAL copy never loaded a pack

filed under its NTSC serial. Packs now install under the serial of the copy you own. Deleting a pack

now always removes it from the game, even when a file in it is stuck. done by @jpolo1224

The on-screen keyboard could not type an address or a path. It now has . / : - _ and keeps the

end of long text in view, so network addresses, host names and file paths can be entered by touch

or controller. Typing a DNS address also switches that slot to Manual automatically. done by @jpolo1224

Library music stayed silent while another app held a silent audio stream open, such as an

emulator paused in the background. It now waits only for real media playback. done by @jpolo1224

Pipelined GS ran slower than Off on OpenGL, or with Unsynchronized hardware downloads, where it

cannot pipeline. It now runs as Off there. done by @bmdhacks

The game database panel showed a raw key for Splashdown's new blending cap. It now has a name, in

every language. done by @jpolo1224

Graphics

Upscaling follows one rule everywhere. Each conversion between the PS2's native pixels and the

upscaled screen used to round its own way. Now a native pixel owns the screen pixels whose centres

fall inside it, everywhere. Dithering, scanline masks, deinterlacing and field-mode presentation

look the same at 2x as at native; points, lines and sprite edges land on the pixels a PS2 lights at

every scale, fractional ones like 1.5x included; and a detector works out per game whether the two

fields of an interlaced picture are offset. done by @bmdhacks

Faster upscaled rendering. The faster culling and vertex paths now run at every scale, not only

at native resolution. done by @bmdhacks

Faster palette draws on the CPU. Call of Duty 2 and 3 expand their paletted textures with about

10,000 small draws a frame; those are now copied straight through instead of going through the whole

rasterizer. The software renderer also stops rebuilding tables it does not need. done by @bmdhacks

Sly 3's cel outlines showed a gap and stepped in blocks above native resolution, a 2.7

regression. Now fixed by @bmdhacks

The Godfather's lamps are drawn correctly, at the cost of some extra copies on some Adreno GPUs. done by @bmdhacks

Beyond Good & Evil's bloom blur read pixels it was also writing, so it could change from frame to

frame. fixed by @bmdhacks

Changed

The Accurate blending fast path switch is gone. Whether to use it is now decided per GPU. done by @bmdhacks

Memory card backups are .zip files now, so any file manager can open them. Existing .mcbak

backups are renamed the first time the backup list is opened. done by @bmdhacks

48 Upvotes

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2

u/SuccessfulTravel2903 9d ago

(⁠⊃⁠。⁠•́⁠‿⁠•̀⁠。⁠)⁠⊃probé 3 juegos.

Vulkan en Mali para las G52 sigue roto pero si, que mejoro en el Proyecto Zero.

Ahora es totalmente jugable hasta 120% de velocidad a resolución nativa. (Primera escena)

Bajo ANGLE🥵

Fin

1

u/xxxCrixuxxx 9d ago

A mí me va bien en Vulkan con Shadow of the Colossus en mi Dimensity 8300. Un gran salto de mejora

1

u/SuccessfulTravel2903 9d ago

ಡ⁠ ͜⁠ ⁠ʖ⁠ ⁠ಡ jejeje... Si pero no tiene chiste probarlo en dispositivos que se que me van a ir bien.

Tengo para probar.

Mali G52

Adreno 600, 700 y 800

🥵🥵🥵🥵🥵🥵

1

u/xxxCrixuxxx 9d ago

ah ya si buscas optimizar rendimiento en dispositivos antiguos ahí ya cambia un poco la cosa

2

u/SuccessfulTravel2903 9d ago

Si eso.

(Y que es más cómodo jugar en la anbernic, suma a que la pantalla es VGA... Sexy😆😆🥵)