
I tested it with the version that is in the Google Play and the latest build And in both of them the same thing happens. I have also tried both with Open GL and Vulkan.
Samsung Galaxy Note 8 Oreo 8.0.0 Exynos.
I think it has been commented but has not been able to find a solution.
Closing as a duplicate of #5001 ~ which was fixed actually, but the solution doesn't work on most old and poor hardware like mobiles with bad drivers
Closing as a duplicate of #5001 ~ which was fixed actually, but the solution doesn't work on most old and poor hardware like mobiles with bad drivers
Arreglado? jajaja!! Pero si este problema es de este emulador y no de los smartphones. Este error lleva desde hace a帽os y no se porqu茅 no se encuentra una soluci贸n.
You missunderstand - I said that the solution for that problem only works on decent and modern hardware like most decent PC's, if you want to play the game use a PC with modern gpu for now and if you want, subscribe to the issue I linked when closing yours as it's already tracked and we don't need more issues opened for the same problem. It might be impossible to fix on all hardware through.
Hm, I am a bit surprised it doesn't work on a Note 8. It's unfortunate a Mali-G71 doesn't work with this means of guardband. I think there may be other ways to implement it, which I think there's already a separate issue for.
-[Unknown]
Hm, I am a bit surprised it doesn't work on a Note 8. It's unfortunate a Mali-G71 doesn't work with this means of guardband. I think there may be other ways to implement it, which I think there's already a separate issue for.
-[Unknown]
Your message gave me a little hope That the problem can be solved. Thank you!
I think our current Mali version detection is wrong. I'm gonna rework it, which will probably fix this. Reopening.
So we should close the other issue then? It's duplicate of the same thing.
Well, this one could be specifically about the ARM Mali version detection problem. I'll change the title.
Hm, but does the Mali version detection affect use of this?
-[Unknown]
Uhm, nope, looks like I was confusing it with something else while being too lazy to check the code. That makes this kinda mysterious. (The accurate depth force-enable has a wrong version check).
Uhm, nope, looks like I was confusing it with something else while being too lazy to check the code. That makes this kinda mysterious. (The accurate depth force-enable has a wrong version check).
DTM Race Driver 2 (ULES00041) It also has the same problem.

It's been a month and there's still no answer, no solution. If I had known I would not have said anything, because when you find a solution I will have a new mobile.
Hardware problems are tricky to workaround. While it may seem like there are two kinds of humans - regular ones, and superhumans that can program and write emulators - it's actually not true. We're all just regular amazing superhumans.
So far, no one knows how to fix this. It's kinda like writer's block - no great ideas. Saying "you just gotta finish the story" isn't gonna just make it happen. If you want this to get done, the best idea is to roll up your sleeves, crack your knuckles, and dig in for some ideas. Even if one superhuman such as yourself can't fix it alone, if you can find some leads it may get things moving again.
-[Unknown]
Let's hope it can be fixed.
Confirmed the same issue for Mali T628MP6 and Mali G52
Not sure if this is the same issue, but here is a video
Hi, I am having exactly same issue on Galaxy S7 with Mali-T880 MP12. This happens to DTM Race Driver 2 (Toca Race Driver, Europe edition too) and Toca Race Driver 3 Challenge the same way. I am new on the psp emulation scene but I can deliver you all information required/run test versions once you'll tell me how.
Recent ARM Mali drivers have geometry shaders, so that would be an alternative solution for implementing the culling. Not a fan of the idea of having geometry shaders always on for everything though...
@hrydgard how about it being optional? or is that not possible?
I found a simpler solution :)
Cool but in my case (on Issue #12222) I am not using Vulkan, will this also fix it?
Oh, right. Well, I'll try the same fix on GL. Stay tuned
@hrydgard - the latest version fixes guardband but has now created a new issue where the water areas of the first stage of Outrun is now all black.
Here a picture of the black water
To watch...

Thank you very much @hrydgard and everyone. Yes!! 馃榾 馃帀 馃榾
I built a normal, optimized version for Android with your change and that worked super well for DTM/Toca Race Driver editions 2 and 3. Previously glitches were affecting the performance a lot - each of the big gray bar was causing significant fps drop, now that issue is gone graphically and from performance perspective too.
I played an hour both games and discovered that my S7 is on the edge of performance, but setting these helped both:
Graphics: Vulkan, Buffered Rendering, Simulate block transfer effects; OFF (significant improvement once disabled), Frame skipping: OFF (even 1% of frame skipping causes bad steerability and audio glitches), Postpro shader: OFF, Resolution: 2xPSP (for looks) Display resolution: Auto, rest from that group ON but Retain changed textures and Disable slower effects which are OFF, Texture scaling 2x, Linear 4x anisotropic filtrering and scaling.
With these settings both games started to be super playable and started keeping the constant 40fps (I added a cheat for Toca 3 to switch to 60fps but that is not always constant, but with lowest of 50fps for few secs).
I must admit that this game looks lots better on PPSSPP than on original PSP not only due to the resolution but the PSP version is not rendering all pixels from the original resolution looking like a tiny grid overlay, here on the emulator it is gone.
Some attachments:
Toca2:



Toca3:



Thank you for the fix!
@blisstik Black water in outrun happens on other GPUs too, so at least the glitches are in sync now, heh..
@iXmerof Glad you're getting good results!
@iXmerof I've tried that setup you've put in me Samsung Galaxy Note 8 and... 隆隆隆wow!!! It goes much better than with the configuration that comes with the emulator as standard. As you said it stays at 40-44fps.
Thanks to you too! 馃榾
