PCSX2 Documentation/Path 3 Masking / Geometry Syncing: Difference between revisions

Jump to navigation Jump to search
no edit summary
No edit summary
Line 22: Line 22:


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 Documentation Navbox}}
67,565

edits

Navigation menu