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- |developer = Polygon Magic ...2 KB (202 words) - 17:40, 4 May 2018
- |developer = Polygon Magic ...2 KB (235 words) - 12:40, 18 September 2016
- |developer = Polygon Magic ...6 KB (708 words) - 08:42, 28 March 2024
- ...owiki>The more I see these gif/dma 'fixes', the more it appears like black magic. Is any of this proper emulation on the whole or just specific case workaro : <nowiki>GSdx: Even more alpha test voodoo magic, it must be nailed now!</nowiki> ...467 KB (70,109 words) - 16:17, 8 August 2015
- : <nowiki>Change some magic numbers to enums and defines and rearrange things a little...</nowiki> : <nowiki>This is the magic of EE cycle rates. They control the effect Mhz rating of the EE, and less ...377 KB (57,671 words) - 16:15, 8 August 2015
- : <nowiki>Ok. I try various others way. The behavior is black magic! I'm sure it will fall at the next cross-road...</nowiki> : <nowiki>That's where I think the bottleneck currently is in games with high polygon</nowiki> ...800 KB (118,488 words) - 16:25, 8 August 2015
- : <nowiki>And bring that polygon res up to the point where you call it as good as it's gonna get.</nowiki> : <nowiki>Line endings becoming mixed on the new files, there was some svn magic against this. Anyone knows about it?</nowiki> ...662 KB (99,318 words) - 16:22, 8 August 2015