Killer7: Difference between revisions

351 bytes added ,  9 May 2012
Did a lot more testing to figure out exactly what was going on
(→Configuration →Testing)
(Did a lot more testing to figure out exactly what was going on)
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=== Cut-scene Audio ===
=== Cut-scene Audio ===
Cut-scene audio quickly goes out of sync unless using a dumped DSP ROM.  Audio is perfect when using LLE engine.
Cut-scene audio quickly goes out of sync unless using a dumped DSP ROM.  Audio is perfect when using LLE engine.
=== Hit Detection ===
Using D3D11 backend breaks hit detection. Seemingly hits enemy somewhere at random as long as you do actually hit them. Makes hitting the limb you want or their weak spots impossible.


=== Blood Droplets ===
=== Blood Droplets ===
Graphical effects such as the blood droplets are nonexistent in D3D9. Using D3D11, blood droplets are half-way working.
The blood droplets when you "shoot" each target at the beginning of a mission are nonexistent in D3D9. Using D3D11, blood droplets are half-way working. Similar Blood droplets that appear when you load a save still work regardless of backend.


== Configuration ==
== Configuration ==
<!--A full list of options is available at Template:Config/doc-->
<!--A full list of options is available at Template:Config/doc-->
{{Config
{{Config
|gfxbackend = DirectX 11
|gfxbackend = DirectX 9
|gfxbackendnotes = Partially fixes blood droplets.
|gfxbackendnotes = DirectX 9 doesn't show Blood droplets at the start of missions.
|skipcpuefbaccess = Off
DirectX 11 has broken hit detection.
|skipcpuefbaccessnotes = Breaks hit detection. Hit body parts at random regardless of where you shoot.
 
OpenGL seems to be just like DirectX 9 except with the same outlines caused by AA, whether AA is on or not.
|antialiasing = Off
|antialiasing = Off
|antialiasingnotes = Enabling Anti-Aliasing with DirectX 11 makes enemies unhittable. Also creates a solid border around ghosted models; caused by the way the game distorts objects.
|antialiasingnotes = Works before apply the distortion effect, causing a static outline while the model is self is moving.
|dspengine = LLE
|dspengine = LLE
|dspenginenotes = Keeps cut-scene audio in sync
|dspenginenotes = Keeps cut-scene audio in sync
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<!--Use this template for test entries: {{testing/entry|revision=|OS=|CPU=|GPU=|result=|tester=}}-->
<!--Use this template for test entries: {{testing/entry|revision=|OS=|CPU=|GPU=|result=|tester=}}-->
{{testing/entry|revision=7674|OS=Windows 7 x64|CPU=Intel Pentium E2180 @ 3.00GHz|GPU=ATI Radeon HD 4650|result=Works like a charm 100% speed no glitches|tester=}}
{{testing/entry|revision=7674|OS=Windows 7 x64|CPU=Intel Pentium E2180 @ 3.00GHz|GPU=ATI Radeon HD 4650|result=Works like a charm 100% speed no glitches|tester=}}
{{testing/entry|revision=3.0-361|OS=Windows 7 x64|CPU=AMD Phenom II X4 955 @ 4GHz|GPU=nVidia GeForce GTX 560 Ti|result=Works flawlessly. DirectX 11, 1920x1080 internal res with widescreen hack, DSP LLE. Full speed(30 FPS) at all times.|tester=Royerson}}
{{testing/entry|revision=3.0-361|OS=Windows 7 x64|CPU=AMD Phenom II X4 955 @ 4GHz|GPU=nVidia GeForce GTX 560 Ti|result=Works flawlessly except for blood droplets issue. DirectX 9, 1920x1080 internal res with widescreen hack, DSP LLE. Full speed(30 FPS) at all times.|tester=Royerson}}
{{testing/end}}
{{testing/end}}


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