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MHFU and P3rd annoyance
10-18-2014, 08:56 AM (This post was last modified: 10-18-2014 09:33 AM by Nekoht.)
Post: #1
MHFU and P3rd annoyance
Whenever I finish a quest it never shows the "kill cam"
I like to take screenshots of my kills but I can't
It always comes up black and all I can see is where I accept items
Anyone know why or possibly a fix?

scratch this I figured it out, you just change one setting
Settings > Graphics > Mode > Read Framebuffers to Memory (CPU)
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10-19-2014, 05:07 AM
Post: #2
RE: MHFU and P3rd annoyance
(10-18-2014 08:56 AM)Nekoht Wrote:  Whenever I finish a quest it never shows the "kill cam"
I like to take screenshots of my kills but I can't
It always comes up black and all I can see is where I accept items
Anyone know why or possibly a fix?

scratch this I figured it out, you just change one setting
Settings > Graphics > Mode > Read Framebuffers to Memory (CPU)

Change the Rendering Mode option to Read framebuffer (GPU) and Activate Simulate block transfer before to enter game with that you will can see the Screen when monster die xDD hope help you

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10-19-2014, 12:22 PM
Post: #3
RE: MHFU and P3rd annoyance
What version of PPSSPP are you using ?
You should try the latest build available here Smile

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10-19-2014, 04:06 PM
Post: #4
RE: MHFU and P3rd annoyance
Read FB isn't needed to see those graphics, just enable Block Transfers, and make sure you have buffered rendering turned on.

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10-22-2014, 05:25 PM
Post: #5
RE: MHFU and P3rd annoyance
(10-19-2014 04:06 PM)TheDax Wrote:  Read FB isn't needed to see those graphics, just enable Block Transfers, and make sure you have buffered rendering turned on.

Its true that isnt needed but Blocks transfers not always works at least for me meanwhile Read FB gpu is always showing Kill cam like he say

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10-22-2014, 08:47 PM
Post: #6
RE: MHFU and P3rd annoyance
On 3rd HD I've never seen it not work with block transfers (meaning it's always worked for me). I don't play MHFU anymore, so I don't know how well it works with that game. If you know for a fact you have buffered rendering on and block transfers, and still encounter the problem, try getting a log of it if you can.

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