The following warnings occurred: | ||||||||||||
Warning [2] Undefined variable $thumblist - Line: 1021 - File: inc/functions_post.php PHP 8.2.26 (Linux)
|
Double Dragon Neon [NPUB30764] - Printable Version +- EmuNewz Network (https://www.emunewz.net/forum) +-- Forum: Official Boards for Emunews Affiliated Emu Projects (https://www.emunewz.net/forum/forumdisplay.php?fid=47) +--- Forum: Official RPCS3 Forum [archive] (https://www.emunewz.net/forum/forumdisplay.php?fid=172) +---- Forum: RPCS3 - Commercial Games (https://www.emunewz.net/forum/forumdisplay.php?fid=193) +----- Forum: RPCS3 - Commercial Games - Ingame (https://www.emunewz.net/forum/forumdisplay.php?fid=196) +----- Thread: Double Dragon Neon [NPUB30764] (/showthread.php?tid=174641) |
Double Dragon Neon [NPUB30764] - notq - 07-16-2016 Last build rpcs3-20160715-x64 with DX12 RE: Double Dragon Neon [NPUB30764] - Annie - 07-16-2016 ·F {SPU[0x45] Thread (CellSpursKernel0)} class fmt::exception thrown: SPUThread:top_and_signal(): Unknown STOP code: 0x0 (Out_MBox is empty) (in file Emu\Cell\SPUThread.cpp:1390) https://github.com/RPCS3/rpcs3/issues/1485 RE: Double Dragon Neon [NPUB30764] - Aeternal600 - 07-26-2017 Game tested using rpcs3-v0.0.3-2017-07-25-ff772dd2_win64 on an i7 4770K @ 3.5 GHz, GTX 1070, 16 GB DDR3 running Windows 10-64 with the following settings: PPU decoder: Recompiler (LLVM) SPU decoder: Recompiler (ASMJIT) Load liblv2.sprx only GPU settings: OpenGL; Vulkan @ 1280x720 w/ VSync, Frame limit set to 60 Audio settings: XAudio2 Input/Output: DualShock 4 Please note that I've tested the demo version of the game. It goes ingame but is pretty much unplayable due to graphical glitches in the background. The menus look flawless in OpenGL and Vulkan, as do the character models. The backgrounds however are just white with glitchy stripes; in OpenGL, they also tend to flicker like crazy. Too bad, it otherwise feels very playable It runs at a stable 60 fps for me in Vulkan, with OpenGL there were a few dips into the 50s and high 40s. This thread can be moved to Ingame |