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- === D3D12 + SSAA Crash === When using the D3D12 Graphics Backend with the SSAA enhancement enabled, the game will crash whe3 KB (450 words) - 23:44, 1 July 2024
- ...-4670K @ 4.3 GHz|GPU=NVIDIA GeForce GTX 1060|result=220FPS with Dual core, D3D12, 3x IR, 4x SSAA, 16x Anisoptropic filtering and EFB to texture only. No vis2 KB (233 words) - 13:27, 2 July 2024
- ...0K @ 4.3 GHz|GPU=NVIDIA GeForce GTX 1060|result=Works perfect, played with D3D12, 3x IR, HLE cubeb and dual core|tester=Miksel12}}2 KB (277 words) - 02:37, 26 June 2023
- ...-4670K @ 4.3 GHz|GPU=NVIDIA GeForce GTX 1060|result=220FPS with Dual core, D3D12, 3x IR, 16x Anisoptropic filtering and EFB to texture only.Runs perfectly.|2 KB (293 words) - 09:19, 28 February 2024
- ...-4670K @ 4.3 GHz|GPU=NVIDIA GeForce GTX 1060|result=210FPS with Dual core, D3D12, 3x IR, 4x SSAA, 16x Anisoptropic filtering, HLE audio + cubeb and EFB to a2 KB (318 words) - 05:35, 28 February 2024
- ...l Core i5 4670K @ 4.3 GHz|GPU=NVIDIA GTX 1060|result=80FPS with Dual core, D3D12, 3x IR, 4x SSAA, 16x Anisoptropic filtering and Defer EFB cache. EFB to tex3 KB (416 words) - 23:44, 1 July 2024
- ...-3570K @ 3.8 GHz|GPU=NVIDIA GeForce GTX 960|result=Smooth at 60FPS. 3x IR, D3D12. Getting the Dashing Bug again after a while of it being gone, drifting cut ..., 2x AF, Per-Pixel Lighting, Scaled EFB Copy, and Force Texture Filtering. D3D12|tester=John-117}}22 KB (3,201 words) - 04:40, 8 July 2024
- * '''D3D12''': D3D12 is slightly faster than D3D11 on some onboard graphics chips, particularly16 KB (2,617 words) - 19:42, 15 November 2023
- ...ame (100% of main and side quests done). At 2x native resolution and using D3D12, the frame-rate was above 50 fps most of the time, but varied between 45 an4 KB (532 words) - 13:27, 2 July 2024
- ...670K @ 4.3 GHz|GPU=NVIDIA GeForce GTX 1060|result=230FPS with Single core, D3D12, 3x IR, 4x SSAA, 16x Anisoptropic filtering and EFB to texture only. No vis4 KB (513 words) - 13:27, 2 July 2024
- ...t=Game works fine with no emulator slowdown at all. 3xIR 2xSSAA and 16xAF, D3D12 backend, Store EFB Copies To Texture Only checked, Texture Accuracy set to4 KB (573 words) - 13:28, 2 July 2024
- ...CPU=Intel Core i7-4790K @ 4 GHz|GPU=NVIDIA GeForce GTX 980|result=Perfect, D3D12, Native x3, Note: Disable "Force texture filtering" to prevent blurry textu4 KB (563 words) - 04:45, 8 July 2024
- Use of MSAA/SSAA will break shadows in the Vulkan, OpenGL and D3D12 back-ends. Use D3D11 to avoid this issue. {{image|Metal Gear Solid-The Twin Snakes Shadows Vulcan.png|Vulkan \ D3D12}}17 KB (2,602 words) - 04:41, 8 July 2024
- ...670K @ 4.3 GHz|GPU=NVIDIA GeForce GTX 1060|result=420FPS with Single core, D3D12, 3x IR, 4x SSAA, 16x Anisoptropic filtering and EFB to texture only. No vis4 KB (568 words) - 13:27, 2 July 2024
- ...on the GeForce 920M GPU with 60FPS in the entire game with backend set to D3D12.|tester=Polat743286}}4 KB (601 words) - 01:51, 10 July 2024
- ...x and 2x native resolution and got the same results. Duel Core enabled and D3D12 as the backend, D3D11 while not fully tested seems to produce the same resu5 KB (671 words) - 23:44, 1 July 2024
- ...song starts stuttering but if the song is restarted it'll play correctly. D3D12, 1080p, 3x native, Guitar hero controller|tester=IronPirate}}5 KB (687 words) - 05:30, 28 February 2024
- Using Anti-Aliasing can cause visual defects. This only happens with MSAA on D3D12. Refer {{issue|11698}}. |antialiasingnotes = Can use MSAA on non-D3D12 backends.21 KB (3,117 words) - 23:44, 1 July 2024
- ...any graphical issues. Difference between graphics backends is huge though. D3D12=1000FPS, D3D11=900FPS, OpenGL=600FPS, Vulkan=500FPS|tester=Miksel12}}6 KB (860 words) - 03:37, 8 September 2024
- ...s 10|CPU=Intel Core Xeon-5670 @ 4.8 GHz|GPU=NVIDIA GeForce GTX 1070|result=D3D12(Experimental) @ 1920x1080 (3x IR), no AA, 16x AF. High improvement in stabi10 KB (1,539 words) - 13:27, 2 July 2024