Beetle PSX HW - RetroArch - Jumping Flash - (Nearly) All Settings maxed out
Running at 4K output resolution with the Vulkan renderer. Using 16x internal resolution upscaling, SABR texture filtering, 14x CD-ROM speed and PGXP enabled (memory only) with perspective correct texturing. Widescreen hack is also enabled.
NOTE: Some of the pixel garbage you see in the UI elements is as a result of using the SABR texture filter. If this bothers you, don't use this texture filter and set it to 'nearest' instead.
Jumping Flash is a game that runs at an unlocked framerate. It seems to aim at a target framerate of around 20fps on original hardware. However, as you can see in the early part of this video, it routinely falls below that, dropping as low as 11fps as early as the first level, and that is probably not the lowest it can drop to.
To smooth things out a bit, in this video we are going to go for a bit of overclocking. We're turning GTE Overclock on, which seems to bump up the reference framerate to around 30fps or so (but it still cannot hold this figure). We then increase CPU Overclock to around 150/140% which gives us a rather respectable framerate that hovers around 45fps to 60fps, with major dips to around 33fps in jump hover mode. It's not perfect, but it's still a night and day difference vs. the original framerate. We could bump CPU Overclock all the way up to 200%, but we have noticed that the graphics tend to become unstable then on Vulkan and other hardware renderers. You might want to try the software renderer instead for this core and settle for a 2x resolution.
We also have PGXP enabled so that we get subpixel precision and we get perspective correct texturing.
BTW - do NOT use the OpenGL renderer for this game. It has many glitches. Use the Vulkan renderer or software renderer for this game and its sequel.
Some things that cannot be smoothed over is the rather aggressive LOD system you see here. Everything in the far distance is rendered at very little detail, and this becomes even more apparent as you increase the internal resolution (in our video here we are running at 16x internal resolution and outputting at 4K). Textures too seem to have only two mip levels, one being near distance and the other far.
It's a rather ambitious game for an early launch game. However, do note that the developers of this (Exact) based this game on a little known game called Geograph Seal on the X68K, released in 1994. It seems to use almost the exact same engine used for Jumping Flash, and many of the gameplay elements seem strikingly similar as well. It is likely Jumping Flash was just a decorative reskin of this game by the company made exclusively for Sony's console.
You can read more about it here -
http://www.hardcoregaming101.net/geograph-seal/
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