![]() There were few rare cases on games running at NTSC video mode where the detected frame buffer height was too large and eventually caused the whole screen to have a weird format with unexpected bottom black bars on the screen. ![]() You can try different levels of the option "Blending Unit Accuracy" to check out the impact on the accuracy and performance. This way it is more accurate but considerably slower. The new option (Blending Unit Accuracy), which is an OpenGL renderer exclusive, moves the computing of the ROP to the shader. A software implementation based on a CPU (such as a shader) would be able to do any operation at the cost of performance. Hardware implementations are usually limited to only a subset of all possible equations. ![]() The source of the issues on GPU blending unit is due to the fact that the raster operations pipeline (ROP) differ from the GS and the GPU which means that the GPU ROP's don't support the equations which are supported by the GS ROP's and hence it leads to wrong blending which causes situations like horizontal black lines or missing effects on some games. Programmable blending to reproduce GS blending unit output: PCSX2 can now directly load compresed ISO images, so you can save your precious HDD space! Support for loading Gzip and CSO compressed ISO's: EE Interpreter: Improved TLB miss exception handling VIF: Better handling of IRQ and MFIFO Timing improvements SIF: Limit/Mask transfer size to 1mb-16bytes GIF: Better Handling for Finish Interrupt request signal Recompiler Improvements and Core Refactors: You can now manipulate the EE Cyclerate to overclock and underclock the Emotion Engine's R5900 Core CPU clock speed, The negative values on the slider allow you to reduce the clock speed and conversely the positive values effectively increase the clockspeed. This allows you to create as many saves as would fit onto a whole empty memory card in a single game, without concerns about leaving enough space for other games or ever running into the problem where you start a new game and only later realize you don't have enough free space on the memory card to save, and without the incompatibility issues of emulating bigger third party memory cards. Another neat advantage is that it provides unlimited storage capacity for save files as games will only see their own saves and the rest of the perceived 8MB memory card as free space. You even convert your older memory cards to a folder using the built-in convert feature! This method also allows easier backup of the save files and allows deletion of game saves without even going into the PS2 bios or the game. The new Folder memory card feature allows users to easily share single game saves instead of the whole memory cards by simply sending the folder of the specific game. Its main purpose is aiding in game hacking, translation patches for example list of Keyboard shortcuts for the debugger functions can be found at docs/debugger.txt The new debugger features a live disassembly view and allows developers to debug games way easier than before while being very useful feature in assisting the debugging of games which aren't working properly.
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