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[分享] MGS4 fixed build with hack to limit spurs urgent commands to avoid audio hang

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发表于 2020-1-8 02:17 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式
https://github.com/rajkosto/rpcs3/releases

The MGS1 section should now work seamlessly without any settings changes (clear the game's SPU cache if it froze for you at black screen there before, it's a one time thing)
Use default settings except Vulkan renderer, optionally limit max SPURS threads in advanced to 3 (if on a quad-core), disable Zcull occlusion queries for higher framerate, you can also choose "Load automatic and manual selection" in Firmware settings in CPU tab, maybe also increase VBlank interval to 120 or 240 if you find yourself having 10/15/20 fps often, multiplying the VBlank interval will let it use a smooth framerate range, but then you must also set Framelimiter to 60 if you dont want the menus to drop inputs/cutscene timing to glitch. If you are going to be using insane render scales and don't want to be GPU limited, you can uncheck "Disable ZCull Occlusion Queries" in Debug tab of per-game settings for MGS4.
The xfloat accuracy can now be changed to "Loose" in the per-game custom settings GUI, for some small additional performance boost, however make sure to use the included configs from the archive otherwise the gameplay bugs will be SEVERE. Additional xfloat accuracy settings are now available in the Debug tab.
This release has kd-11's mipmapping fix, no LOD bias is required for MGS4 "corrupt" textures anymore!
Also features my rewritten MGS4 black shadow fix, which gets rid of the annoying moire pattern that the original had, and a new depth bias fix for the annoying flickering/distance cut-off floor decals!
Now with an auto-updater that keeps up with this releases page, so you don't have to !

https://files.sshnuke.net/rpcs3_056645b1.7z
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