![EmuCR: rpcs3 EmuCR: rpcs3](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhNIFJvGfN_qjxIfyoUw4HReJuhrDA6g2QqKdNirS4guawrp6kCLvXKBBZtHhq7CBqgE6nLSItUtem4h6BiBdaXP45f-Kvz5obMoo29zmG-4igolwbcAC_J5XtTGq_VXs7vVlxmlRSc537i/s320/8070735.png)
rpcs3 Git changelog:
* Remove all HDD0's temporary game data created by cellGame at boot
* Wipe clean VSH's temporary directory of choice at boot
* Do not dare to touch HDD1 cache during game process respawn!
* rsx: Asynchronously flush the pipelines when handing ZCULL memory access violations
* rsx: Deadlock avoidance of accurate RSX reservations
* rsx: Implement HW accurate frame limiter
* rsx: Separate loop interrupts from graphics state
* rsx: Add eng lock before flagging memory unmap
* rsx: Fix typo
* rsx: Rework loop interrupts a bit
* rsx: Silence some log spam
* vk: Avoid multimap when handling image views
* rsx/zcull: Improve deadlock avoidance
* rsx/zcull: Less aggressive disabling of optimizations
* rsx/zcull: Pause the main thread before flushing reports
* Fix VS
* Crash fix
* rsx: Improve sync_hint callback interface
* rsx: Stop spamming ZCULL update method
* rsx/vk: Redesign how conditional rendering hints work
* rsx: Lower performance hit due to frequency fetch
* Random optimization
* gcm: Force HLE of cellGcmGetTimestamp
* rsx: Implement RSX reports area access detection and optimize around it
* lv2: Make some struct declarations uniform
* vk: Unconditionally enable hw acceleration for conditional evaluation
* rsx: Simplify ZCULL logic a bit
* rsx: Move ZCULL logic to its own file
Download:
rpcs3 Git (2022/05/21) x64 : 1fichier bayfiles bowfile dailyuploads letsupload megaup mixdrop pixeldrain send uptobox zippyshare
Source: Here
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