04-23-2020, 09:01 PM -
Almost Playable
Gameplay FPS is stable. Graphic/Cutscenes are well-rendered except some random fog/smoke. Game is more playable after multi-boot.
# Gameplay FPS = (59~60)
# Cutscenes stable (29~30)
# RPCS3 v0.0.9-10256-18219afb Alpha
# Default setting [Res. Scale= 300% Fullscreen 4K]
# Intel i9-9900K @ 3.60GHz | 32GB RAM | 2070S 8GB Nvidia | NVMe storage (3500MB/2500MB Read/Write).
@ Discolor Menu/Gameplay/Cutscenes (Res. Upscaling)
# Enable Stretch To Display Area (GPU)
# Set Res. Scale Threshold = 1024 x 1024 (GPU)
# Enable Read Depth Buffers (Advanced) ==> Fix some random fog/smoke density rendering.
@ Hang/dark at 1st Cutscene ONLY (Res. Upscaling)
# re-boot game [to rebuild compiling shader]
@ IF Blackscreen loading after Temco logo || VM: Access violation writing/reading location (unmapped Memoy)
# Select Load automatic and manual selection (Advanced)
# Enable libsail.sprx (Advanced)
# Enable libssl.sprx (Advanced)
Close game screen [not rpcs3 app], repeat booting game until it passes [to rebuild compiling shader].
Gameplay FPS is stable. Graphic/Cutscenes are well-rendered except some random fog/smoke. Game is more playable after multi-boot.
# Gameplay FPS = (59~60)
# Cutscenes stable (29~30)
# RPCS3 v0.0.9-10256-18219afb Alpha
# Default setting [Res. Scale= 300% Fullscreen 4K]
# Intel i9-9900K @ 3.60GHz | 32GB RAM | 2070S 8GB Nvidia | NVMe storage (3500MB/2500MB Read/Write).
@ Discolor Menu/Gameplay/Cutscenes (Res. Upscaling)
# Enable Stretch To Display Area (GPU)
# Set Res. Scale Threshold = 1024 x 1024 (GPU)
# Enable Read Depth Buffers (Advanced) ==> Fix some random fog/smoke density rendering.
@ Hang/dark at 1st Cutscene ONLY (Res. Upscaling)
# re-boot game [to rebuild compiling shader]
@ IF Blackscreen loading after Temco logo || VM: Access violation writing/reading location (unmapped Memoy)
# Select Load automatic and manual selection (Advanced)
# Enable libsail.sprx (Advanced)
# Enable libssl.sprx (Advanced)
Close game screen [not rpcs3 app], repeat booting game until it passes [to rebuild compiling shader].