Author Topic: Glide64 Bias Factor Test  (Read 17063 times)

Offline Paul

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Glide64 Bias Factor Test
« on: April 19, 2013, 02:27:47 PM »
Calling all Glide64 testers!  We need to have this test run on as many different devices as possible:

Glide64 Bias Factor Test

Steps:

1) Install the above APK
2) Navigate to Settings->Plug-ins->Video, and select glide64mk2
2) Navigate to Settings->Video->Bias Factor
3) Enter a decimal value (positive or negative)
4) Launch Mario 64
5) Check for if the shadows and waterfall are missing or flickering
6) Repeat Steps 2-5 until you find a good value (no flickering)
7) Navigate to Settings->Video->Show GL Renderer
8) Post here the good Bias Factor value and the GL Renderer value (EXACTLY as it appears)

If you experience a crash, let me know so we can track down the problem.  The above test also includes the SDL2 update, so a crash could be related to it instead of Glide64 (be sure to check if using gles2n64 instead still crashes)
« Last Edit: May 17, 2013, 01:32:51 PM by Paul »
Device: Samsung Galaxy Nexus i515
CPU: TI OMAP4460, 1.2 GHz (dual core, ARM Cortex-A9)
GPU: PowerVR SGX540, 307 MHz
RAM: 1 GB
Resolution: 720 x 1280
Rom: omni-4.4.4-20141014-toro-FML KitKat 4.4.4, rooted

Device: Eee PC 1015PEM
CPU: Intel Atom N550, 1.5 GHz (dual core, x86)
GPU: Intel GMA 3150, 200 MHz (dual core)
RAM: 2GB
Resolution: 1024 x 600
Rom: android-x86-4.3-20130725 Jelly Bean 4.3, rooted

Offline Kris

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Re: Glide64 Bias Factor Test
« Reply #1 on: April 19, 2013, 03:12:31 PM »
Just a bit more info:
For qualcomm 0.007 seems about right if that could be confirmed it would be good.
If the shadow is invisible or partially visible try increasing the value, if it being rendered in-front of trees or mario it needs to be decreased. You could repeatedly use a value halfway between low and high (Binary Search).


Offline xperia64

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Re: Glide64 Bias Factor Test
« Reply #2 on: April 19, 2013, 03:22:53 PM »
I cant install it. It says that it can't uncompress libgles2rice.so because of a size mismatch of 85 bytes short

Offline Paul

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Re: Glide64 Bias Factor Test
« Reply #3 on: April 19, 2013, 03:28:25 PM »
Well, that's a new one  ???

I'll try building it on my PC at home when I have some time later (or you could try building it yourself if you prefer - source is at commit 04f03245a9).
Device: Samsung Galaxy Nexus i515
CPU: TI OMAP4460, 1.2 GHz (dual core, ARM Cortex-A9)
GPU: PowerVR SGX540, 307 MHz
RAM: 1 GB
Resolution: 720 x 1280
Rom: omni-4.4.4-20141014-toro-FML KitKat 4.4.4, rooted

Device: Eee PC 1015PEM
CPU: Intel Atom N550, 1.5 GHz (dual core, x86)
GPU: Intel GMA 3150, 200 MHz (dual core)
RAM: 2GB
Resolution: 1024 x 600
Rom: android-x86-4.3-20130725 Jelly Bean 4.3, rooted

Offline xperia64

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Re: Glide64 Bias Factor Test
« Reply #4 on: April 19, 2013, 04:07:16 PM »
Looks like it got corrupted when I downloaded it over 3g/4g multiple times in the exact same way. I did a pm install from my computer and it appears to work

Offline Kris

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Re: Glide64 Bias Factor Test
« Reply #5 on: April 19, 2013, 04:19:48 PM »
I tried a Galaxy S III remotely, it's not perfect hopefully someone can find a better value but "Mali-400 MP" and bias 5.0

Offline xperia64

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Re: Glide64 Bias Factor Test
« Reply #6 on: April 19, 2013, 04:22:06 PM »
I tried a Galaxy S III remotely, it's not perfect hopefully someone can find a better value but "Mali-400 MP" and bias 5.0
I have a Mali-400 MP on my S2 so hopefully I can find something...

Offline xperia64

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Re: Glide64 Bias Factor Test
« Reply #7 on: April 19, 2013, 04:51:50 PM »
S2 Mali-400 MP seems to have a bias factor of 69.5
Try values between 68 and 71 if it looks messed up in other games

Edit: 64.9 seems to be better.
« Last Edit: April 20, 2013, 11:07:12 AM by xperia64 »

Offline Evil King Stan

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Re: Glide64 Bias Factor Test
« Reply #8 on: April 19, 2013, 06:11:23 PM »
Tested with the Xperia Play. The 0.2 bias factor seems to work right off the bat. No problem in Mario 64, although it is a bit slow. Although I expect that will get better as the plugin is developed further. Also, Glide renders most correctly in OoT. No flickering Navi or missing heart like in Rice. And the model of Link in the menu displays correctly. Plus it renders the town and field in Majora's Mask prefectly.  :) Also the stretch screen option doesn't seem to work.

Edit: Oops, I made a tiny mistake. The shadows below Mario and the trees were a bit too high. Bias factor of 0.02 fixes that, and also improves speed quite a bit.
« Last Edit: April 19, 2013, 06:24:10 PM by Evil King Stan »

Offline Blizzard64

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Re: Glide64 Bias Factor Test
« Reply #9 on: April 20, 2013, 08:45:35 AM »
I using Bias factor 0.0099 and it works good (In Mario 64 and Zelda Oot/MM). No shadow flickering.
I have a Samsung Galaxy S Plus with a Qualcomm Snapdragon 1.4 GHZ Singlecore CPU and an Andreno 205 GPU. The Setting for the Resolution in Glide would be great!  ;D

Offline scorpio16v

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Re: Glide64 Bias Factor Test
« Reply #10 on: April 20, 2013, 09:37:38 AM »
Acer A511: GL Renderer " NVIDIA TEGRA 3 " - Bias Factor: 0.2
Nexus 4: GL Renderer " Adreno (TM) 320 " - Bias Factor: 0.007
Onda v812: GL Renderer " PowerVR SXG 544MP " - Bias Factor: ????

Can't find a good setting for PowerVR.  :(

Besides this, interestingly the hardware with the worst performance (stuttering sound and sometimes graphics) is the Nexus 4 with the most powerful hardware.  :o

Offline xperia64

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Re: Glide64 Bias Factor Test
« Reply #11 on: April 20, 2013, 11:08:25 AM »
Acer A511: GL Renderer " NVIDIA TEGRA 3 " - Bias Factor: 0.2
Nexus 4: GL Renderer " Adreno (TM) 320 " - Bias Factor: 0.007
Onda v812: GL Renderer " PowerVR SXG 544MP " - Bias Factor: ????

Can't find a good setting for PowerVR.  :(

Besides this, interestingly the hardware with the worst performance (stuttering sound and sometimes graphics) is the Nexus 4 with the most powerful hardware.  :o
Try 1000 or -1000 and work down from there for PowerVR.

Offline Kris

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Re: Glide64 Bias Factor Test
« Reply #12 on: April 20, 2013, 11:22:17 AM »
Acer A511: GL Renderer " NVIDIA TEGRA 3 " - Bias Factor: 0.2
Nexus 4: GL Renderer " Adreno (TM) 320 " - Bias Factor: 0.007
Onda v812: GL Renderer " PowerVR SXG 544MP " - Bias Factor: ????

Can't find a good setting for PowerVR.  :(

Besides this, interestingly the hardware with the worst performance (stuttering sound and sometimes graphics) is the Nexus 4 with the most powerful hardware.  :o

I'm going to look at using a 24bit z buffer on PowerVR, Adreno and Mali and then use an nvida extension on tegra. That change might need different values but it should minimize these problems.


That performance problem seems fairly common, the latest bit of info was that n64oid didn't have the problems and the menu bar had some correlation. Does disabling the input plugin have any affect?

Offline scorpio16v

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Re: Glide64 Bias Factor Test
« Reply #13 on: April 20, 2013, 12:08:27 PM »
Does disabling the input plugin have any affect?

No, I've disabled touchscreen and controller, but the sound stutters sometimes if graphic activities are increased.
That doesn't happen on the other plugins, even without frameskip.

Try 1000 or -1000 and work down from there for PowerVR.

Yes, but if I should try all values, including 3 digits after comma, that'll be a 24/7 job  :-\
The problem is, that low and high values mostly don't produce (visibly) changes. So it's nearly impossible to track down the search area to a small sector.

Offline littleguy

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Re: Glide64 Bias Factor Test
« Reply #14 on: April 20, 2013, 12:16:59 PM »
NVIDIA Tegra 3
  Using only Mario 64 to test, I would be comfortable with anything between 0.2 and 0.8.  To be nitpicky, using 0.2, the shadow under Mario's feet is sometimes incomplete when you transition between facets of the ground.  Using 0.8 reduces that effect, at the cost of the shadow just starting to cover the soles of the feet.  I can post screenshots if you like, but my point is not to worry about nailing an *exact* value for Tegra 3 as long as it's in this range.
2012 Nexus 7, rooted stock Lollipop
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