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Forum: Project 64 - v2.x - Issues 7th January 2011, 09:18 PM
Replies: 18
Views: 28,877
Posted By HatCat
I didn't mean settings for Jabo's sound plugin,...

I didn't mean settings for Jabo's sound plugin, just to try others that weren't included.
Did you test Azimer's HLE sound?
Forum: Project 64 - v2.x - Issues 6th January 2011, 06:55 PM
Replies: 18
Views: 28,877
Posted By HatCat
Meaning you tried the RDB controls (inclusive of...

Meaning you tried the RDB controls (inclusive of ABL modifier), squall's core performance optimizations, and possibly a third-party sound plugin for testing?
Forum: Project 64 - v2.x - Issues 7th October 2010, 05:20 AM
Replies: 18
Views: 28,877
Posted By HatCat
The stuttering here was caused by advanced block...

The stuttering here was caused by advanced block linking with this game. The issue was fixed by turning it off.

Apparently there are also other re-compiler configurations you can set to control...
Forum: Project 64 - v2.x - Issues 30th August 2010, 04:18 PM
Replies: 18
Views: 28,877
Posted By HatCat
Frame rate is defined by the game. You can...

Frame rate is defined by the game.

You can always adjust VI/s measure as a coefficient.
Forum: Project 64 - v2.x - Issues 10th August 2010, 03:20 AM
Replies: 18
Views: 28,877
Posted By HatCat
Range, one context, isn't a very algorithmic...

Range, one context, isn't a very algorithmic term, in which it refers to the difference between the maximal and minimal extent of a measurement (e.g. FPS).

So basically I said how much the FPS...
Forum: Project 64 - v2.x - Issues 9th August 2010, 06:48 PM
Replies: 18
Views: 28,877
Posted By HatCat
I notice that fixed audio timing keeps the frame...

I notice that fixed audio timing keeps the frame rate range down but not any kind of stuttering. Also tried turning on and off some of the other options while still using audio sync and Glide64 yet...
Forum: Project 64 - v2.x - Issues 8th August 2010, 09:44 PM
Replies: 18
Views: 28,877
Posted By HatCat
Yes right I see it's an RDB issue. Heh...

Yes right I see it's an RDB issue.

Heh actually at first when testing I forgot to turn off the RSP interpreter, and when the VI/s was like 40-50 the FPS was more dynamically fluctuating. After I...
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