Seems like the game itself runs a waiting loop based on QueryPerformanceCounter. Isn't it the same problem (generally in these engines) as in Rayman3? I did a profiling and got this: FIX: Sometimes demos were playing with incorrect speed. FIX: Demon morph mode is recorded in demos. DEMO RECORDING: - FIX: Items now disappear correctly. I also tested the game under Win7 natively and got the same alternating between 30/60 fps. Painkiller 1.64 Patch Released MULTIPLAYER: - FIX: Freezer bug - FIX: Dead bodies bug - FIX: Gold Armor bug SINGLEPLAYER: - FIX: If a certain path is taken you cant proceed (Docks) is fixed. Gameguru Mania is the world's leading source for PC, PS4, Xbox One, Xbox 360, Wii U, VR, Switch video game news, reviews, previews, cheats, trainers, trailers. I can maybe try patching out the WaitForVerticalVBlank calls, I guess, in the meantime.Įxperimentally I commented out WaitForVBlank in dgVoodoo but it didn't help for Donald (still couldn't test Rayman2). There must be some problem with the implementation, will check it out.Įven though I can get it to work with nGlide+D3D9 I'd still rather have dgVoodoo work without it, since there are minor framepacing issues that way. Cannot get my Rayman2 to launch… □ □Īnyway, I experience the same with Donald Duck Going Quackers (seems to have the same engine) and that game calls WaitForVerticalVBlank for each frame (and I guess SstVRetraceOn in Glide) (but for why on earth.).
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