![]() The good news is very-few games ever do this, so the compatibility of MTVU is very high (a game that does do this will likely hang). EDIT I tried testing the game with Speedhacks ON but the game would. I did this in SOFTWARE mode with NO speedbacks. GSdx in software rendering can use extra processing threads / cores for a moderate speedup. Game is playable, it slows down some times but for a brief moment.i think the soundtracks can be lowering the game's speed or the emulator trying to handle all the sounds. It is listed as a speedhack because in order for threading VU1 to have been a speedup, we need to assume that games will not send gif packets containing Signal/Finish/Label commands from path 1 (vu1's xgkick). It isnt working with every game but most titles will be fine. And when enabled it should should show the VU thread-time percentage on the title bar window (Like we currently do for EE/GS/UI threads). The option can be found in the speedhacks section as "MTVU (Multi-Threaded microVU1)". The speedups in the games that benefit from it are great if you have a cpu with 3+ cores (generally a 10~45% speedup), however games that are GS limited can be a slowdown (especially on dual core cpu's). 3) New windows Os's change policies and drivers, make the emulator have issues. You also could help since PCSX2 has no active dynarec developers. There is no way to impact how far away player entities begin rendering for you as it is all determined server-side dynamically based on how many players are near you and is not affected by your graphics settings or your system in any way. ![]() ini merely dictates how far the game will render things like terrain and buildings. For the GPU, they have to be staged into a texture cache, which needs to be notified of any texture updates somehow or another. The render distance setting/variable in the. 2) Most emulator authors could careless about new windows.Stick with Windows 7 if they do not work on 10/8. Main reason why PCSX2 software rendering is better is because software mode is coherent automatically, since it can use the textures directly out of memory. Stick with Windows 7 if they do not work on 10/8. So what I'm getting is this: Software renderer DOES use API functions in DX/GL still it just does the heavy-lifting with the CPU and only uses the GPU-compliant functions because HW rendering uses them so the devs just continued with the same API (and for speed) however, Windows API without DX/GL and without Aero, at least on Windows 2000/7, does NOT need hardware-acceleration, and can. Threading VU1 took a lot of rewrites and new code to make possible (MTGS, microVU, gifUnit.), but we finally got to the point where it was feasible, and now we've done it! (so now everyone can stop complaining that pcsx2 only takes advantages of 2 cores ). 1) Most emulators are not actively being developed. ![]()
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