PPSSPP is an open source project, licensed under the GPL 2.0 (or later). Anyone is welcome to contribute improvements to the code. Partly thanks to such contributions, PPSSPP's compatibility is steadily increasing, letting us all play our PSP games on the devices of our choice.
News October 27, 2018: PPSSPP 1.7 - stability and bugfixes! PPSSPP 1.7.x has a large number of compatibility and bugfixes, and if you've previously had problems with crashes or instability, hopefully you will see a big improvement. The Android release will be rolled out slowly over the next week to catch bugs.
If you want to get it early, the APK is available. UPDATE: 1.7.1 includes some minor crash fixes and a savedata fix. 1.7.2-1.7.4 are just additional crashfixes. 1.7.5 fixes an Android issue.
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PPSSPP VR is now released! From the people who brought you Dolphin VR. PPSSPP VR is a PlayStation Portable emulator for the Oculus Rift that lets you actually be inside PSP games. You are not playing on a virtual handheld or screen, you are inside the virtual world. Important: do not resize the mirror window while in VR mode! Otherwise the GUI will stop working. I forgot to fix that bug before the release.
The window size should be set to 1x. It will still render at full resolution in the Rift. Don't forget to set the internal resolution to whatever you want, 6x is good for me. I tried few games: - Ultimate Ghosts'n Goblins works, but the camera is way too far, I can barely see what's going on - Wipeout Pure works nicely - ARMORED CORE 3 works but there is an annoying 'window' in front of you, and everything outside of the window is dark - Megaman Powered Up works, but the intro i fucked up The emulation works very fast, but the head tracking is SUPER LAGGY, on a GTX980, which is very strange. I will try on a different PC, as I suspect the PC I tried has some problem.
Very good so far, I expect better version soon! A small heads up on AMD issues: Seems like I had the exact same openGL problem on my nvidia laptop (880M): couldn't start any game (even with the rift unplugged). Updating my gpu drivers solved the issue immediately. A better openGL support by the gpu driver, maybe? Anyway, updating to the latest AMD beta drivers on my R290 desktop computer didn't solve anything. I also tried the 64bit version of PPSSPP.
No crash here, but PPSSPP reboots everytime I try to launch a game (tried with Me & my Katamari, both Wipeout, Ultimate Ghosts n'Goblins, DOA Paradise & Mega Man Powered Up). If someone's got a fix for these issues, don't hesitate to share it! And again, great work 2EyeGuy!!!!
After the GameCube, the PSP! Thank you so much! Wipeout Pulse & Dissidia 012 works great! Games from the Monster Hunter franchise don't work: the GUI/HUD is working, but 3D graphics are black, sometimes you can see the skybox or isolated elements. If i found a setting to get these games to work i will post it In Monster Hunter Freedom Unite you can only see the world through the HUD or the distant mountains. UnitsPerMetre should be 100, if I remember correctly, and you can use a trick to make the HUD bigger by setting the Permanent Camera Forward to about 1 metre, and the AimDistance to about 0.2 metres.
It's still not right, but it's better. Wipeout Pulse only sort-of works.
There are issues with the background buildings, and when you are selecting the track in the menu there are viewport issues because I haven't implemented viewports yet. Enable the Async Timewarping in 'VR option', it's the 'must have option' I did, but nothing changes. ON or OFF makes no difference. The emu itself runs very fast, but the VR integration needs a lot of work. Keep in mind that the framerate displayed is the game's framerate, but I am adding extra timewarp frames in synchronous or asynchronous timewarp. You can use the Oculus Config Utility to turn on an overlay that will tell you if you are getting 75 fps of timewarped frames and if you are dropping any frames. If you are only dropping frames while the game loads, you could try using the PPSSPP option to load the whole ISO into RAM.
Keep in mind that the framerate displayed is the game's framerate, but I am adding extra timewarp frames in synchronous or asynchronous timewarp. You can use the Oculus Config Utility to turn on an overlay that will tell you if you are getting 75 fps of timewarped frames and if you are dropping any frames. If you are only dropping frames while the game loads, you could try using the PPSSPP option to load the whole ISO into RAM. Maybe I wasn't clear, the games run perfectly smooth.
But the head movements are ridiculously slow and laggy, even BEFORE loading a game. As soon as I run the exe and the main menu' pops up in the Rift, moving my head around is terrible, it looks like 5/10 fps.
I tried it on two different PC, one has Win7, GTX980, SDK 0.7, and it's really bad, head tracking is super laggy, 5/10 fps. The other PC has Win10, GTX980, SDK 0.7, and it's a little bit better, the head movement feels like 20/25 fps. But far from being comfortable. I can run other DK2 games/demos just fine, it's just this emu (as well as the Dolphin VR) that have this problem.
I tried few more games: Burnout Legends almost perfect, some minor glitch in the 2D billboard Gran Turismo almost perfect but ONLY IN THIRD PERSON VIEW. First person view doesn't render the graphic, for some reason. In Monster Hunter Freedom Unite you can only see the world through the HUD or the distant mountains. UnitsPerMetre should be 100, if I remember correctly, and you can use a trick to make the HUD bigger by setting the Permanent Camera Forward to about 1 metre, and the AimDistance to about 0.2 metres. It's still not right, but it's better.
Thanks for the tips! Monster Hunter Portable 3rd work, here are my settings for Monster Hunter games: Asynchronous & Synchronous timewarp: on Render resolution: x6 min, x8 if you have an enough good rig Disable Near Clipping: on Scale: 1.00 Before 3D is Background: off AimDistance: 0.20 Monster Hunter Freedom UnitsPerMetre 0.30 Permanent Camera Forward: 2.0 Monster Hunter Freedom 2 Didn't work well: you can only see through the shape of background mountains. Monster Hunter Freedom Unite UnitsPerMetre: 600.00 Permanent Camera Forward: 1.0 Interseting thing: in areas n°4 & 5 of Snowy Mountains environement, you can see at 360° (outside of the HUD), while in others areas you can see only throught the HUD. Monster Hunter Portable 3rd HD UnitsPerMetre: 650.00 Permanent Camera Forward: 1.0 The landscapes with all theses floatings particles of this version are really magnificent in VR!
With theses settings the HUD is waaay to big to be really usable, but graphics are working well inside the HUD, with a good 3D depth (however things look a little bit small, and if you increase size, a black plane may hide distant things). Also you need to be sitting farther from your positional tracker, otherwise a black plane will hide everything.
Monster Hunter Portable 3rd work, here are my settings for Monster Hunter games: No luck for me, I tried two different versions, Japanese and English, the Japanese crashes immediately, the english loads but nothing 3D gets rendered, only 2D menus. Which version are you using and where did you get it from? I've also tried Monster Hunter Freedom Unite, but I get the problem you get with Freedom 2, I can only see through the shape of background mountains.:x I'ts important to note that both games runs perfectly in NON-VR mode, when the Rift is switched off, so it's not an emulation problem, but it's a VR porting issue. Yep, PPSSPP can play HD remaster of PSP games for PS3.
I've tried to run the game at 60FPS natively (with asyncTW for 'upscale' to 75fps), everything is so smoooother now, but there are some issue: 2D sprite animation and boss fights run at double speed. Thanks for your amazing work edit: if i enable 'before 3D is background', the black plane is fixed to the HUD in MH3rd, so i can't see anything, and in Unite, i can see only the skybox. If i disable this option, when i sit farther from my positional tracker the black plane move back and i can see the whole area. New version 1.1.1-250: New features: default recenter key (R on keyboard, left trigger on xbox), crashes instead of restarting when not bruteforcing, some depth buffer fixes, game compatibility, and some others. Compatability changes: Good: Chessmaster: The Art of Learning (2D) LEGO® Indiana Jones™ 2 Persona3 PORTABLE (2D) SOULCALIBUR: Broken Destiny Ultimate Ghosts'n Goblins Playable: Daxter MONSTER HUNTER FREEDOM UNITE™ Nayuta: Endless Trails (English patch 4.14) Ratchet & Clank: Size Matters Tomb Raider: Legend WipEout® Pulse Bad: Danganronpa: Hope's Academy and Despair's Students Me & My Katamari Petz® Dogz® Family Unplayable: LEGO® Batman™: The Videogame LEGO Indiana Jones: The Original Adventures Lego Star Wars II: The Original Trilogy Silent Hill Origins. Alright, installed SDK 0.8 and tried the new version 1.1.1-250, but not many changes for me PRO - Ultimate Ghosts'n Goblins now the camera is much closer and the game can be played properly! - Monster Hunter Freedom Unite now works and it's playable (but it has the annoying dark frame problem as other games) CONS - Monster Hunter 3rd HD still doesn't render the graphic.
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This new version does render SOME 3D items, but when the game starts only 2D menus are visible. The 3rd Birthday still have the black box covering the main screen, even with 'Before 3D is background' enabled, no difference. The problems of the other games I tried are still the same (please refer to my post here: ) The head movement is still a judder fest, and this new version has increased a LOT the screen flickering, fortunately I don't suffer from epilepsy, otherwise I would be dead by now.:x Is there a way to take screenshot from the HMD? It would help to show the problems.
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