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ePSXe 1.9.33 Released for Android

2K views 24 replies 8 participants last post by  acdbrn2000 
#1 ·
A new update for the Android version of ePSXe has been released.

WHAT'S NEW
V1.9.33
* Added scanlines support (transparency+thickless can be configured)
* Added support to reduce rendering resolution in openGL plugin
* Added support to change a lot of video/audio/input options during gameplay
* Added an option to reset the game during gameplay
* Added support to edit the cheat codes and load cheat codes from a file
* Fixed some bugs in some gameshark codes (conditional)
* Fixed a bug in the music in the game Future Cop 01

https://play.google.com/store/apps/details?id=com.epsxe.ePSXe&hl=en

The changes make an already amazing emulator even more so.

Note: If you change the resolution scaling to lower than your device default, make sure to not use "stretch" for your screen ratio. It's either a bug or something needed, but if you don't do so, you'll be viewing only a portion of the screen.
 
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#4 · (Edited)
Default resolution/ plugin threading set to none on bushido blade 2 -- 15-20 fps no filters

600p / plugin threading set to 2+ most effects on bushido blade 2 -- fps capped at 60 with mutltiple filters options available

So 3x to 4x+ performance increase on mali t628 with a overkill display

Keep in mind the m8 has a lower difference in resolution and a different gpu
1080x1920 vs 1600x2560
adreno vs mali
 
#5 ·
It does make sense that on your device you'd see rather large performance increase. On my device, the performance increase from going to 480p is minimal at best. The device is mostly limited by it's drivers as I've noticed with PPSSPP as well.

It could also be that Mali GPU's are not as driver limited. Thanks for testing.
 
#8 ·
ePSXe on Android has always had the filtering modes available on the Desktop version(no shaders though) with the OpenGL plugin ingame toggle. The Android version has a screen color depth option which helps with MDEC videos, but it doesn't filter it out.

It doesn't have the xbrz filters though. FPSe on Android doesn't have the ingame filtering toggles.
 
#7 ·
Fantastic - I love scanlines, and I've wanted them in ePSXe Android for some time. The most fun I've had with my Note 4 has been with ePSXe, so this update is definitely a welcome one. :)
 
#9 · (Edited)
Here's a few shots of SotN and BoF III with the new scanline option (2 lines, 40/100 transparency), as well as showing off my custom virtual pad configuration. S1/S2, L1/L2 are for savestates, and FL is for framelimiting - a great way to skip through annoyingly long parts of games. The small "R1" to the left of the action buttons is for Resident Evil and Dino Crisis games - it allows me to press once to aim, then once more to go back to normal. I found that to be an awesome level of detail by the developers, that little "sticky button" option. Eventually I'll get a good Bluetooth controller, but really enjoy the virtual pad with haptic feedback. It's quite sufficient for 90% of games.

I just love the way scanlines sharpen the image, and refuse to use the OpenGL plugin because it breaks compatibility so extensively. I picked these 2 games randomly, it of course sharpens up primarily 3D games just as well. Been waiting a long time for this addition, now there's not much else they can add to please me. ePSXe is simply lovely in every way.

Edit: Shots resized to 50% - original res is 2560x1440.











 
#11 · (Edited)
There not scanlines though if they where they'd alternate by scrolling like the old C64 loaders. At 120Hz with a single line scrolling it looks nice but at 60Hz it's annoying, progressive scan screens completely loose this effect and all these fake constant on screen scanline effects are bs, the whole point of scanlines are they scroll up the screen masking low res textures because your eyes blur the image back together.
 
#15 ·
You're arguing semantics, that's all.

I find light scanlines to sharpen the image considerably, at least to the eye, and really mask low resolution textures very well. They give that "old school LCD" feeling, which I personally love. Definitely a matter of preference.
 
#12 ·
From my understanding Android devices are running at 60hz so yeah. I only have 60hz devices. I do not count the 240hz HDTV as that is using things like the crappy soap opera effect to get Faux 240hz even tho the panel itself is a 60hz panel.
 
#13 ·
The screen refresh rate yes but you could still skip every second frame of a screen refresh to get 50/60Hz from 100/120Hz and use the frame limeter to cap it at 50/60fps.
It's an artficial Android limitation anyway most if not all emulators should be able to run 60+fps the only emulators I've seen struggle are Dolphin and Reicast although Reicast isn't far off it runs extremely fast for a 6th gen console.
 
#19 · (Edited)
HQ2x/HQ4x would be really nice, on second thought. THEN ePSXe Android would be perfect. :p

Additionally, some sort of simple (bi)linear texture interpolation implementation in software (or via a shader), to offer the texture filtering benefits of the OGL plugin, with the absolute compatibility of the built in renderer. I've always wondered why no developer has done this, in any emulator, as it shouldn't be too compute intensive on today's hardware, and I can think of a few good ways to cache the interpolated textures.

Maybe internal resolution changing options as well, for the built in hardware renderer.
 
#21 ·
New version incoming:

WHAT'S NEW
V1.9.34
* Added VR Cardboard support preferences+VR Modes (Combo with preferences+player1+accelerometer=AXIS_X_AXIS_Y to play games as Spyro the Dragon)
* Added Justifier gun support using touchscreen
* Improved PAL/NTSC Timing (Bust a Groove 1 and 2 sync - use very low/lowest sound latency mode)
* Added autofire support
* Added save/auto-restore touchscreen config by game (and 4 touchscreen profiles)
* Updated JAP and RUS translations

https://play.google.com/store/apps/details?id=com.epsxe.ePSXe&hl=en
 
#24 ·
There's a patch to add lightgun support, but i don't remember where is stored. Maybe romhacking.net?

Honestly i don't know why the have completely forgot the pc side, i've seen on android there are lots of nice feature, otherwise on the pc-side there's only an ugly logo which suggest to buy the android app. Ok there's the compatibility improvements, but it seem's that the android app it seems more organized....
 
#25 ·
There's a patch to add lightgun support, but i don't remember where is stored. Maybe romhacking.net?

Honestly i don't know why the have completely forgot the pc side, i've seen on android there are lots of nice feature, otherwise on the pc-side there's only an ugly logo which suggest to buy the android app. Ok there's the compatibility improvements, but it seem's that the android app it seems more organized....
The answer is kinda simple and complicated too.
Simple answer is thst the epsxe team controls all the epsxe android app. This includes sound plugin, iso reading, graphic plugin, and of course the core of the emulator. So they can more easily make improvements by themselves to improve accuracy and other things.

The complicated answer has to do with the hundreds of thousands of different configurations that a pc can be built with compared to the 100 at the most so far chipsets that exist for android. This is also why ios devices do not need as fast of processors, more optimizations can be done the less hardware variances that exist.
 
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