game-patches
game-patches copied to clipboard
Most games with 60 FPS patches have double-buffered vsync
This patch works very well in areas that are not very graphically busy.
However, in areas that are graphically busy, the game reverts to a 30fps cap. I could be wrong but I think this is not a performance issue on my end. I believe the game is programmed specifically to behave like this. I say this because the shift in fps goes from 60 (steady without drops) instantly to 30 (also steady without drops) depending on the busyness of the scene.
I really appreciate the work you folks do here. I wish I could figure it out myself with ghidra, but I lack the skills.
I've attached a video so you can see what I mean. The fps is being displayed in the top left corner.
https://user-images.githubusercontent.com/32646750/171295512-b136ddcb-a368-457c-bfdd-6b97acf09d07.mp4
Fault of double buffer vsync, it can only flip up to 2 frames at a time if the budget does not meet it's rendering time.
Fault of double buffer vsync, it can only flip up to 2 frames at a time if the budget does not meet it's rendering time.
This also applies to most 60 FPS patched games.
This might be caused by Xenia's vsync.
Games with vsync options:
- Lego Indiana Jones 2
- Saints Row 2
@Margen67 I don't think this issue should be open here anymore. The 360 does not have native triple-buffering support so patching device-init/DX9 functions isn't a means of circumventing this specific issue, therefore it's outside the purview of #game-patches and perhaps a problem with the emulator itself.
What do you think?
@Margen67 I don't think this issue should be open here anymore. The 360 does not have native triple-buffering support so patching device-init/DX9 functions isn't a means of circumventing this specific issue, therefore it's outside the purview of #game-patches and perhaps a problem with the emulator itself.
What do you think?
Some games have tearing on real hardware so I think this is a Xenia issue.