PCSX2 Documentation/Path 3 Masking / Geometry Syncing: Difference between revisions
PCSX2 Documentation/Path 3 Masking / Geometry Syncing (view source)
Revision as of 19:38, 19 July 2015
, 19 July 2015no edit summary
No edit summary |
No edit summary |
||
Line 1: | Line 1: | ||
''Originally written by refraction'' | ''Originally written by refraction'' | ||
Line 24: | Line 23: | ||
Fortunately these days we have got this pretty much solved and we completely analyze the GIF Packets before sending them on their way, so we know where we can stop the transfers, however we do still get the odd time where this rears its ugly head, due to how we have to time everything perfectly, but due to the nature of emulators, timing is painful to get correct and will probably never be so. Generally however, using gamefixes such as "EE Timing Fix" can get around these issues, without compromising too much on stability. | Fortunately these days we have got this pretty much solved and we completely analyze the GIF Packets before sending them on their way, so we know where we can stop the transfers, however we do still get the odd time where this rears its ugly head, due to how we have to time everything perfectly, but due to the nature of emulators, timing is painful to get correct and will probably never be so. Generally however, using gamefixes such as "EE Timing Fix" can get around these issues, without compromising too much on stability. | ||
{{PCSX2 | |||
{{PCSX2 Documentation Navbox}} |