PPSSPP options explained
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03-19-2013, 07:13 PM
(This post was last modified: 03-19-2013 07:14 PM by Henrik.)
Post: #9
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RE: PPSSPP options explained
(03-19-2013 06:09 PM)m45t3r Wrote:(03-19-2013 05:47 PM)Henrik Wrote: Fast Memory simply assumes that all memory accesses the game does are valid, and thus skips some checks, gaining a bit of speed. Of course, if a game does an invalid memory access, the whole emu will crash as a result. Use VBO is another way to send dynamic vertex data to the GPU. It doesn't seem to give much of a speedup, it's just an experiment. Hardware Transform uses vertex shaders to do T&L on the GPU instead of doing it in software on the CPU. Can be faster or much faster depending on game and hardware. It should be identically visually to SW transform but it isn't, there are some small differences between the implementations. Ignore illegal reads/writes is a debugging feature, can ignore it. |
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