refractionpcsx2
refractionpcsx2
I believe @JordanTheToaster will be adding this to the gamedb so you don't need to mess with it :)
No need, I know what it is. It's a mixture of the game clearing 512x512 instead of 640x448 which breaks the end point, but on top of that offset z...
> Someone 5 or 7 years from now might need to know where it broke to help them out. So dear future reader, for the sake of documentation, Link said...
> Possibly the outline of the character here too: > > [DBZ BT 3.zip](https://github.com/user-attachments/files/22882134/DBZ.BT.3.zip) That's pre rounding solved by the preround pr (when it's finally done right)
> @Slayer0fRA Thanks for the testing. I fixed a bug that seems to have fixed Samurai and Jak3. The rest I'll try to retest soon. > > @refractionpcsx2 Thanks for...
Yes it generally affects anything that reads from the base of the texture, usually with bilinear filtering enabled.
Switching renderers can sometimes cause problems, what if you just boot in GL?
The PR was #10080 so I have record of it, cos I keep having to find it.
Does VRR work on AMD with a maximized container? iirc, Freesync (on AMD) only works will full screen applications, where Nvidia can do windows and full screen. Emulation is definitely...
The problem you face ignoring the spec, is that you're then dependent on the lenience of the implementations, so your chance of something breaking goes up dramatically.