Re: Pokemon black 2 crash
Posted: Thu Feb 05, 2015 1:28 pm
Is this on Lollipop?beansta wrote:For some reason i was getting weird freezes until i turned on 16 bit rendering. (White 2) havent had a freeze since.
Is this on Lollipop?beansta wrote:For some reason i was getting weird freezes until i turned on 16 bit rendering. (White 2) havent had a freeze since.
No im running CM11 (Kitkat)Exophase wrote:Is this on Lollipop?beansta wrote:For some reason i was getting weird freezes until i turned on 16 bit rendering. (White 2) havent had a freeze since.
Do you know if you're using updated Adreno GPU drivers, or the ones that come with KitKat? We've encountered problems on Lollipop that appear limited to Adreno so probably driver related, and they're related to texture update (16-bit gets around it)beansta wrote:No im running CM11 (Kitkat)
For me, turning off "ignore gamecard limit" fixed the said problem. I don't know what that option does anyways. Should have left it alone.Exophase wrote:Is auto-trim on? If not try turning it on. Lordus says he can't reproduce this, but I know there have been issues with 512MB ROMs on some devices that are mitigated if you trim.
It's also possible that it's an issue which doesn't happen with a different ROM, either because of some compatibility issue (although I have no idea what would be different between them) or because the ROM is just broken or corrupt.
Yeah, that makes sense.zeroobligation wrote:For me, turning off "ignore gamecard limit" fixed the said problem. I don't know what that option does anyways. Should have left it alone.
Yeah i am...this would explain y 16 bit rendering just works (and there isnt much of a colour difference, so i can live with it)Exophase wrote:Do you know if you're using updated Adreno GPU drivers, or the ones that come with KitKat? We've encountered problems on Lollipop that appear limited to Adreno so probably driver related, and they're related to texture update (16-bit gets around it)beansta wrote:No im running CM11 (Kitkat)
I updated the beta today (build 62), could you please test if that fixes the performance issues for you when using 32-bit rendering?beansta wrote:Yeah i am...this would explain y 16 bit rendering just works (and there isnt much of a colour difference, so i can live with it)Exophase wrote:Do you know if you're using updated Adreno GPU drivers, or the ones that come with KitKat? We've encountered problems on Lollipop that appear limited to Adreno so probably driver related, and they're related to texture update (16-bit gets around it)beansta wrote:No im running CM11 (Kitkat)
can't vouch for others but in my case, with a device running lollipop with an adreno chip, pokemon black 2 wouldn't even start in build 61 but build 62 seems to be fine so far. thanks.Lordus wrote: I updated the beta today (build 62), could you please test if that fixes the performance issues for you when using 32-bit rendering?