Ratchet: Deadlocked: Difference between revisions

no edit summary
No edit summary
No edit summary
Line 129: Line 129:
|Comments=
|Comments=
-- Runs 100% Using D3D11 Hardware Renderer (less resource-intensive than OpenGL when upscaling). Using 6x native upscaling (4K/2160p). HW mipmapping support works perfectly. Shadows are corrupt in any renderer.
-- Runs 100% Using D3D11 Hardware Renderer (less resource-intensive than OpenGL when upscaling). Using 6x native upscaling (4K/2160p). HW mipmapping support works perfectly. Shadows are corrupt in any renderer.
-- Used "Fast-Texture Invalidation" to prevent missing environment. Used "Merge Sprite" and "Half-Pixel Offset = Special (Texture)" to align bloom effect at upscaled resolutions. MTVU speedhacks enabled. EE cyclerate 180%.
-- Used "Fast-Texture Invalidation" to prevent missing environment. Used "Merge Sprite" and "Half-Pixel Offset = Special (Texture)" to align bloom effect at upscaled resolutions. MTVU speedhacks enabled. EE cyclerate 300%.
-- Make sure to enable Progressive Scan in the options menu or there will be added input delay from interlacing.
-- Make sure to enable Progressive Scan in the options menu or there will be added input delay from interlacing.
-- Configure the PS2 system and game to run in full/stretch aspect ratio as designed and mentioned in Trivia. Widescreen on the PS2 only crops the 4:3 viewport horizontally or vertically, depending on the game. GSdx window set to 4:3 for proper aspect ratio/image FOV.
-- Configure the PS2 system and game to run in full/stretch aspect ratio as designed and mentioned in Trivia. Widescreen on the PS2 only crops the 4:3 viewport horizontally or vertically, depending on the game. GSdx window set to 4:3 for proper aspect ratio/image FOV.
ninja
6

edits