Almost Playable
Updating of post
#67,
projectile/Aiming graphic effect is adaptively well-rendered using some new patches & config.
Listen Mode is still undergoing due conflict between “Disable in-build MLAA patch” & “Res Upscaling”. Multiple intel CPUs shows proportional performance in FPS
- 4C8T [i7-4800MQ] – Ingame, Extremely Laggy/Stuttering Gameplay, 60FPS Cutscenes/Menu (SSD @ SATA 3.0)
- 6C12T [i7-8750H] – Fine after multiple run with random crashes (NVMe @ PCIe 3)
- 8C16T [i7-11800H] – Flawless (NVMe @ PCIe 3) – AVX-512
- 8C16T [i9-10980HK] – Flawless (NVMe @ PCIe 3)
- 8C16T [i9-9900K] – Flawless (NVMe @ PCIe 3)
# Gameplay
Variable FPS = (18~36~48~60)
– Unlocked FPS
# Cutscenes
stable (59~60)
# RPCS3 v0.0.18-12902-683c061e Alpha
# Non-Default setting [Res. Scale= 300%
Fullscreen 4K]
# RPCS3 Patch Manager used
(thanks to RPCS3 teams & the contributors illusion001 & Zerox latest patches)
# Intel i9-9900K @ 3.60GHz | 32GB RAM | 2070S 8GB Nvidia | NVMe storage (3500MB/2500MB Read/Write).
@ Graphic Config
#
Enable list of patches depicted in attached picture (Patch Manager)
#
Enable Fix Aiming Reticle (Patch Manager)
==> Clean Projectile/Aiming Graphic Effect
#
Enable disable native float16 support (Advanced)
==> Clean Projectile/Aiming Graphic Effect
#
Enable Read Color Buffers (Advanced)
==> Visible Environment
@ CPU Config @ 9900K
#
Set Driver Wake-Up Delay = 350us (Advanced)
#
Enable TSX Instruction (CPU)
@ CPU Preferable FPS++ Performance & Support
#
Enable Accurate RSX reservation access (Advanced)
– AMD/non-TSX Intel
#
Enable Full Width AVX-512 (CPU)
– 11th Intel CPU
#
Set ZCULL Accuracy = Approximate (GPU)
#
Set SPU Block Size = Mega (CPU)
Patch Conflict: Avoid Crashing Trap when loading a save (Optional)
# F SIG: Thread terminated due to fatal error: PPU Trap! Sometimes tweaking the setting "Stub PPU Traps" can be a workaround to this crash.
#
Disable Tool Always Level 5 (Patch Manager) -- recommended
or
#
Load Chapter/Task using Debug Menu (Patch Manager)