Ppsspp: God of War Ghost Of Sparta unlimited enemies in The Vortex

Created on 24 Dec 2015  Â·  31Comments  Â·  Source: hrydgard/ppsspp

Lower CPU clock may help it like 222MHZ.
01

Most helpful comment

Change PSP's CPU to lower clock such as 222,111(lower is better),restart the emulator,load the game and load game saves,don't load the previous savestates.

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Can you post your save(not save state...I hope it's not picky on which version of the game you have).
I cleared that game at least 3 times before

rename jpg to 7z
nphg00092data25

PPSSPP instantly crashes when I try to load the save(probably can't load different region saves)
Maybe a save state right after you load the save will allow me to load the game(from there to create a save and restart the game from the save)

Sadly that's not good enough either.
I can play for a while but once the game tries to load something new,ppsspp crashes and also creating a save game results in crash when I try to load it.

Right,some games are not allowed to use savedata cross region.

So basically the enemies should eventually stop coming, but they don't? And it helps to lower the Mhz? That's a bit crazy.

I guess this means our timing is too far off somewhere. Does it change anything to disable the max 60 fps hack?

-[Unknown]

disable the max 60 fps didin't help.

If you change int EstimatePerVertexCost() { in GPU/GLES/TransformPipeline.h to return a higher cost value (like 2 * cost or 5 * cost), does it also work around it? Just trying to get a sense for where the under-estimate is.

-[Unknown]

I try 2 * cost and it helps

I'm facing the same problem.
Does anyone know exactly how to fix it?
I tried many thing but nothing seems to work.

Change PSP's CPU to lower clock such as 222,111(lower is better),restart the emulator,load the game and load game saves,don't load the previous savestates.

What settings are you using to get fullspeed sorry this is off topic.

For a modern desktop for example an i5 2500K and Geforce 750ti,it gets full speed on a default setting,for a mobile,may need to low down PSP's CPU clock such as 133 or even lower to get full speed,but with the lower clock,the FPS also become lower,such as 20/20 (100%),if the cpu clock is lower than 132,it occur othe bugs such as can't catch the rope,can't climb up a wall,on the other side if you want a consistent 60/60 fps in fighting or some demanding areas,you will have to adjust cpu clock to higher such as 666.

I clear the game for the first time while still using my old pc(Pentium 4 2.8Ghz,6600GT,1GB ram)and the cpu was set to 80 and buffered rendering was disabled(disabling it will make some effects to look weird but it was definitely a nice speed boost).
I don't remember if I use frame skipping(probably set to 1 or 2 max)and the game was definitely playable.

PS.About the clock speed,the opposite can also be said...I just tried the game at 1000Mhz and Kratos stuck in one place and I couldn't move from there

Would Intel i5 6K and 530 Skylake run this fine?

My old pc is WAAAAY weaker than those two and as I said,I clear the game without any problems.
On my current pc(i7 4771,GTX750TI)without some fancy settings(almost everything on default)I get 180+ on a boss battle.

PPSSPP don't have really high requirements.It doesn't need the latest hardware to run games.
At 10x rendering resolution and 5x texture scaling(not that I need something above 3x RR),I get 30fps at the last boss battle while the game is running in 60fps mode and that's because of the gpu(the cpu usage is not that high)

It drops frames but not not speed during fightings occasionally and some areas.1000 is too high,666 seems fine.
Default CPU clock
01

666
02

That's with the higher cost right?

Ideally, we should find a way to model the costs better. Maybe even calculate the affected pixels or something...

-[Unknown]

Yes,it cost higher.

I finally could pass the vortex with 222mhz in PPSSPP Android after a lot of issues. I am publishing the save state after the vortex for people with problems with endless enemies.

https://drive.google.com/file/d/1Yrx2a5kLLSYvwgviUVJMfXDx3CIHQtok/view?usp=drivesdk

I've started to think some of this timing should probably consider whether things are in VRAM or cached RAM.

For example, if I'm texturing from VRAM, that ought to be faster than texturing from RAM, especially if I use the uncached flag. Same for vertex or index data, perhaps. Maybe we need more models on the speed of drawing.

-[Unknown]

I don't think texturing cares about the upper address bit that specified cached or not - the texture unit it has its own cache. But yes I'd expect it to be faster to texture from VRAM than RAM, but that might depend on the level of memory traffic to RAM and so on, and the access pattern to the texture ... It's very hard to model performance at that kind of detail, all we can do is possibly approximate a little better.

Hi, probably I'm stuck in this bug too. How can I fix it?

dliedke https://github.com/dliedke
commented over 1 year ago
https://github.com/hrydgard/ppsspp/issues/8299#issuecomment-353874832

I finally could pass the vortex with 222mhz in PPSSPP Android after a lot
of issues. I am publishing the save state after the vortex for people with
problems with endless enemies.

https://drive.google.com/file/d/1Yrx2a5kLLSYvwgviUVJMfXDx3CIHQtok/view?usp=drivesdk

Em seg, 29 de jul de 2019 17:05, galehawk599 notifications@github.com
escreveu:

Hi, probably I'm stuck in this bug too. How can I fix it?

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I do not know but on ppsspp i have finished all 2 gow relleases. They are not unlimited. It is just 10 minutes fight. It is same as on real HW(i have used my favourite 60mhz and yeah for that jump i have used 222mhz)

It'd be awesome if someone could time it on a real PSP (best most amazing would be to have 3 samples of timing to confirm.) That way we can compare to PPSSPP and be sure.

-[Unknown]

@dliedke.. your save data still loading it from ship where I face unlimited enemies, is there another save data which passed through that?

I am sorry vik, that is the only one I have.

I set my cpu to 222mhz and it's worked for me.. thanks guys

The 222 Mhz trick solves it indeed.

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