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Reducing the clock/current apparently makes it not work on USB 3.0 #43

@jacksonbenete

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@jacksonbenete

So, there are a couple of issues apparently describing the same problem.

I only have USB 3.0 ports available (M1 Air), so I can't test it on USB 2.0.
Considering another issue #30 suggests it work on 2.0 but not on 3.0, I think this might be the case for me as well.
Issues like #41 #34 and maybe #29 , all describe something about the controller getting recognised, but not accepting any inputs as a dead controller or something.

I've spotted that, when I open the apk, and connect the usb, it recognises the "controller" in the system as "PS Vita", this one will appear on softwares as a valid usb controller.

psvita1

psvita2

After some seconds, it will lose the connection and the controller is not "connected" anymore.
Then, the operational system will recognise the usb input with a different name "PS Vita Type B", this one doesn't show on software as a valid usb controller.

psvitatypeb

Even if I unblock the screen, it's still Type B.
(Should unblocking the screen increases the clock and current? This might invalidate my assumptions about the problem)

The difference the OS shows between the two is that:

PS Vita, as a valid input usb have

Current Available (mA):	500
Current Required (mA): 500

PS Vita Type B, not a valid input usb:

Current Available (mA):	500
Current Required (mA): 2

So, maybe that's because USB 3.0 needs more current to work?
I never modded PSVita and my C programming is rust (if it was any good ever), but I would like to try to change something and make it work. I don't know though if I can compile Vita SDK on M1, but I'll try that later.

Any tips about it? Does it sounds reasonable that this might be the problem (current) on USB 3.0?
Maybe the fix is not reduce the clock?

(In the images it shows USB2.0 Hub but it's in fact a hub of USB 3)

Features:
When the VPK is activated, it reduces the clock frequencies to reduce power consumption

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