NHL Hitz 2003: Difference between revisions
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(Found a fix (on my particular setup) for the after-goal framerate issues) |
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==Known Issues== | ==Known Issues== | ||
{{Issue | |||
|IssueName=Slowdowns | |||
|IsFixed=0 | |||
|IssueLevel=0 | |||
|Description=When using hardware rendering, at (some) faceoffs (generally at the beginning of the game) and after goals, the framerate can dip down into the mid 40s - however, once the actual gameplay starts again, the framerate jumps back to 60 - the game is NOT maxing out my hardware during framerate dips. Also, player shadows look a little wonky. | |||
|Workaround=On my particular setup, using the software renderer with 5 additional threads (using all 8 cores) fixes the framerate problems. Again, this is odd, since neither my GPU or CPU is being maxed out when using hardware rendering. | |||
}} |
Revision as of 15:57, 5 August 2014
NHL Hitz 2003 | |||||||||||||
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NHL Hitz 2003 NTSC-U Boxart
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Developer(s): Midway Sports
Genre: Sports
Wikipedia: Link
Game review links: Link
Game review score: 8.2/10
Test configuration on Windows:
PCSX2 version: | r5350 |
Graphics by GSDX: | 0.1.16 (r5334 AVX and SSE4) |
Sound by SPU2-X: | 2.0.0 (r5324) |
Pad plugin is LilyPad: | 0.11.0 |
DVD plugin is Linuz Iso CDVD: | 0.9 |
BIOS version: | USA V2 (14/06/2004) |
Hack comments: MTVU
PCSX2 version: | untested |
Graphics by ZZogl: | untested |
Sound by SPU2-X: | untested |
PC specs used to test the game:
CPU: | AMD FX 8320 (3.5 GHz) |
GPU: | EVGA Geforce GT 630 2GB |
Comments: Plays at solid 60 excluding errors below causing some framerate dip
Known Issues
Slowdowns
- Status: Active
- Type: Minor
- Description: When using hardware rendering, at (some) faceoffs (generally at the beginning of the game) and after goals, the framerate can dip down into the mid 40s - however, once the actual gameplay starts again, the framerate jumps back to 60 - the game is NOT maxing out my hardware during framerate dips. Also, player shadows look a little wonky.
- Workaround: On my particular setup, using the software renderer with 5 additional threads (using all 8 cores) fixes the framerate problems. Again, this is odd, since neither my GPU or CPU is being maxed out when using hardware rendering.