![]() ![]() Overall Music and sound glitches, heavy sound glitches and major slowdown on alert and weapon firing, also sound (+subtitles(!)) lags behind in cutscenes Audio/FPS throttle doesn't fix this. Using DX9 with with cache display lists and OpenMP texture decoder enabled.Ībove average, minor sound skipping in the cutscenes when frames drop, no crashes or error messages encountered, some transparency problems around certain objects in game, 50-60FPSīad, codec conversations stops after some seconds, sound glitches, game crash in cutscenes, 30-50FPS ![]() HLE sounds better during general gameplay but LLE fixes the crashes during cutscenes. Sound is buggy most of the time, even when using the LLE engine. No problem but very big crash in cutsceneįully Playable 55-60FPS with very minor visual artifacts on some cutscenes. Speed 70-100% FPS 25-50 DX9 plugin, good emulation and very playable Anyway, FPS meter says 28FPS but game have a weird -annoying- slowdown minor sound glitches and nano-communication background texture generally turns in a bad, green color Good,you have to enable MMU hack or the game crash at the title, the game don't have any problem but i can play at 30FPS-> 60% speed with DX9 plug-inīad, working better in OpenGL mode. Stable and very close to solid 60FPS (except in cutscenes) with OpenGL, HLE XAudio2, Fast Safe Texture Cache, and Lock Threads to Cores. This title has been tested on the environments listed below: However, compatibility may extend to prior revisions or compatibility gaps may exist within ranges indicated as compatible due to limited testing. Use D3D11 to avoid this issue.Ĭompatibility can be assumed to align with the indicated revisions. ![]() Use of MSAA/SSAA will break shadows in the Vulkan, OpenGL and D3D12 back-ends. Disable this for proper emulation, at a performance penalty. The backdrop of the codec will be rendered wrong even with Hybrid XFB if "Store XFB Copies to Texture Only" is on. This is a minor defect, and enabling XFB Real causes the game to render at native resolution, so use at your own discretion. In order to avoid the bug altogether, enable XFB Real. While Virtual will display it correctly after setting it to Real, this only lasts for one loading zone, then you would have to toggle Real again to make Virtual work again. At the same time, these gases get trapped in the solid carbon, creating the lightweight foam snake that you see emerging from the sand.The backdrop of the codec screen that zooms in on Snake requires XFB set to real. The carbon dioxide gas and water vapor push the sugar and baking soda mixture upwards. Instead, some of the sugar decomposes into elemental carbon and starts forming the solid black snake-like structure. This means that there is not enough oxygen for all the sugar to be converted into CO 2 and water via a combustion reaction. The production of high amounts of CO 2 causes a lack of oxygen. The baking soda (sodium bicarbonate, NaHCO 3) decomposes at high temperatures and releases lots of CO 2. In this case, the sugar decomposes, resulting in elemental black carbon (C), or charcoal. ![]() A different reaction happens if there is not enough oxygen present during the combustion to form CO 2. The end products are carbon dioxide (CO 2) and water (H 2O). When you expose sugar to an open flame, it will burn quickly and react with the oxygen in the air. Sugar can be oxidized, which means that it can react with oxygen to form other products. Table sugar, also called sucrose, is a chemical compound that contains lots of carbon. ![]()
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