Dragon Ball: Raging Blast 2 [BLES00978]
Started by GrantKane




5 posts in this topic
VEKKU7777
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1 posts 0 threads Joined: Jan 2024
01-27-2024, 02:18 PM -
#6
- SYS: RPCS3 v0.0.30-16009-93c72822 Alpha | master
- SYS: Intel® Core™ i5-4670 CPU @ 3.40GHz | 4 Threads | 15.89 GiB RAM | TSC: 3.392GHz | AVX+ | FMA3
- SYS: Operating system: Windows, Major: 10, Minor: 0, Build: 19045, Service Pack: none, Compatibility mode: 0
- SYS: Current Time: 2024-01-27T03:34:39
- RSX: Found Vulkan-compatible GPU: 'NVIDIA GeForce GTX 980' running on driver 551.23.0.0
- SYS: Firmware version: 4.90


Best Settings:CPU
- PPU Decoder (LLVM).
- SPU Decoder (ASMJIT).
- SPU (Approximate XFloat).
- Additional Settings (Enable SPU loop detection).
- Max Power Saving CPU-preemptions (0).
- TSX Instructions (Not supported).
- SPU Block Size (Safe).
- Preferred SPU Threads (Auto).
- Thread Scheduler (Operating System).

Best Settings:GPU
- Renderer (OpenGL); Loads smoother atleast for me and keeps stable ~59.89FPS - 60.01FPS.
- Graphics Device (Not needed for OpenGL renderer).
- Aspect Ratio (16:9).
- Framelimit (60).
- Anisotropic Filter (Auto).
- Anti-Aliasing (Disabled).
- ZCULL Accuracy (Precise Slowest).
- Shader Quality (High).
- 3D (Disabled).
- Default Resolution (1280x720).
- Resolution Scale Disable Strict Mode (300% 3840x2160).
- Resolution Scale Threshold (16x16).
- Output Scaling (Bilinear) RCAS (50%).
- Shader Mode (Async multi threaded).
- Number of Shader Compiler Threads (Auto).
- Additional Settings (Write Color Buffers), (Asynchronous Texture Streaming).
- Playable -
This post was last modified: 02-02-2024, 11:44 AM by Ani.


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Dragon Ball - Raging Blast 2 [BLES00978] - by VEKKU7777 - 01-27-2024, 02:18 PM

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