Midnight Club LA - Lamborghini Gallardo Spyder Police Chase Gameplay [Xenia Emulated on PC]

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  • Опубликовано: 4 дек 2024

Комментарии • 7

  • @howardgriffin4225
    @howardgriffin4225 3 месяца назад +6

    6:49 What did you even hit that made the Lamborghini Damage out?.

  • @raimundolizalde3334
    @raimundolizalde3334 3 месяца назад

    9:11

  • @fazawalker.8034
    @fazawalker.8034 3 месяца назад +1

    Settings?

    • @OverpoweredGamingYT
      @OverpoweredGamingYT  3 месяца назад +4

      [APU]
      apu = "any" # Audio system. Use: [any, nop, sdl, xaudio2]
      apu_max_queued_frames = 64 # Allows changing max buffered audio frames to reduce audio delay. Minimum is 16.
      ffmpeg_verbose = false # Verbose FFmpeg output (debug and above)
      mute = false # Mutes all audio output.
      use_dedicated_xma_thread = true # Enables XMA decoding on separate thread. Disabled should produce better results, but decrease performance a bit.
      use_new_decoder = false # Enables usage of new experimental XMA audio decoder.
      [CPU]
      break_condition_gpr = -1 # GPR compared to
      break_condition_op = "eq" # comparison operator
      break_condition_truncate = true # truncate value to 32-bits
      break_condition_value = 0 # value compared against
      break_on_debugbreak = true # int3 on JITed __debugbreak requests.
      break_on_instruction = 0 # int3 before the given guest address is executed.
      break_on_start = false # Break into the debugger on startup.
      break_on_unimplemented_instructions = true # Break to the host debugger (or crash if no debugger attached) if an unimplemented PowerPC instruction is encountered.
      clock_no_scaling = false # Disable scaling code. Time management and locking is bypassed. Guest system time is directly pulled from host.
      clock_source_raw = false # Use the RDTSC instruction as the time source. Host CPU must support invariant TSC.
      cpu = "any" # CPU backend [any, x64].
      debug_symbol_loader = false # Enable dbghelp debug logging and validation.
      debugprint_trap_log = false # Log debugprint traps to the active debugger
      disable_instruction_infocache = false # Disables caching records of called instructions/mmio accesses.
      disable_prefetch_and_cachecontrol = true # Disables translating ppc prefetch/cache flush instructions to host prefetch/cacheflush instructions. This may improve performance as these instructions were written with the Xbox 360's cache in mind, and modern processors do their own automatic prefetching.
      disassemble_functions = false # Disassemble functions during generation.
      dump_translated_hir_functions = false # dumps translated hir
      elide_e0_check = false # Eliminate e0 check on some memory accesses, like to r13(tls) or r1(sp)
      emit_mmio_aware_stores_for_recorded_exception_addresses = true # Uses info gathered via record_mmio_access_exceptions to emit special stores that are faster than trapping the exception
      emit_source_annotations = false # Add extra movs and nops to make disassembly easier to read.
      enable_early_precompilation = false # Enable pre-compiling guest functions that we know we've called/that we've recognized as being functions via simple heuristics, good for error finding/stress testing with the JIT
      full_optimization_even_with_debug = false # For developer use to analyze the quality of the generated code, not intended for actual debugging of the code
      ignore_trap_instructions = true # Generate no code for powerpc trap instructions, can result in better performance in games that aggressively check with trap.
      ignore_undefined_externs = true # Don't exit when an undefined extern is called.
      inline_loadclock = false # Directly read cached guest clock without calling the LoadClock method (it gets repeatedly updated by calls from other threads)
      inline_mmio_access = true # Inline constant MMIO loads and stores.
      load_module_map = "" # Loads a .map for symbol names and to diff with the generated symbol database.
      no_reserved_ops = false # For testing whether a game may have races with a broken reserved load/store impl
      no_round_to_single = false # Not for users, breaks games. Skip rounding double values to single precision and back
      permit_float_constant_evaluation = false # Allow float constant evaluation, may produce incorrect results and break games math
      pvr = 7407360 # Processor version and revision number.
      # Bits 0 to 15 are the version number.
      # Bits 16 to 31 are the revision number.
      # Note: Some XEXs (such as mfgbootlauncher.xex) may check for a value that's less than 0x710700.
      store_all_context_values = false # Don't strip dead context stores to aid in debugging.
      trace_function_coverage = false # Generate tracing for function instruction coverage statistics.
      trace_function_data = false # Generate tracing for function result data.
      trace_function_data_path = "" # File to write trace data to.
      trace_function_references = false # Generate tracing for function address references.
      trace_functions = false # Generate tracing for function statistics.
      use_fast_dot_product = false # Experimental optimization, much shorter sequence on dot products, treating inf as overflow instead of using mcxsrfour insn dotprod
      validate_hir = false # Perform validation checks on the HIR during compilation.
      writable_code_segments = false # Enables a program to write to its own code segments in memory.
      [Config]
      defaults_date = 2020123113 # Do not modify - internal version of the default values in the config, for seamless updates if default value of any option is changed.
      [Content]
      license_mask = -1 # Set license mask for activated content.
      # 0 = No licenses enabled.
      # 1 = First license enabled. Generally the full version license in
      # Xbox Live Arcade titles.
      # -1 or 0xFFFFFFFF = All possible licenses enabled. Generally a
      # bad idea, could lead to undefined behavior.
      [D3D12]
      d3d12_adapter = -1 # Index of the DXGI adapter to use. -1 for any physical adapter, -2 for WARP software rendering.
      d3d12_allow_variable_refresh_rate_and_tearing = true # In fullscreen, allow using variable refresh rate on displays supporting it. On displays not supporting VRR, screen tearing may occur in certain cases.
      d3d12_bindless = true # Use bindless resources where available - may improve performance, but may make debugging more complicated.
      d3d12_break_on_error = false # Break on Direct3D 12 validation errors.
      d3d12_break_on_warning = false # Break on Direct3D 12 validation warnings.
      d3d12_debug = false # Enable Direct3D 12 and DXGI debug layer.
      d3d12_dxbc_disasm = false # Disassemble DXBC shaders after generation.
      d3d12_dxbc_disasm_dxilconv = false # Disassemble DXBC shaders after conversion to DXIL, if DXIL shaders are supported by the OS, and DirectX Shader Compiler DLLs available at github.com/microsoft/DirectXShaderCompiler/releases are present.
      d3d12_nvapi_use_driver_heap_priorities = false # nvidia stuff
      d3d12_pipeline_creation_threads = -1 # Number of threads used for graphics pipeline creation. -1 to calculate automatically (75% of logical CPU cores), a positive number to specify the number of threads explicitly (up to the number of logical CPU cores), 0 to disable multithreaded pipeline creation.
      d3d12_queue_priority = 1 # Graphics (direct) command queue scheduling priority, 0 - normal, 1 - high, 2 - global realtime (requires administrator privileges, may impact system responsibility)
      d3d12_readback_memexport = false # Read data written by memory export in shaders on the CPU. This may be needed in some games (but many only access exported data on the GPU, and this flag isn't needed to handle such behavior), but causes mid-frame synchronization, so it has a huge performance impact.
      d3d12_readback_resolve = false # Read render-to-texture results on the CPU. This may be needed in some games, for instance, for screenshots in saved games, but causes mid-frame synchronization, so it has a huge performance impact.
      d3d12_submit_on_primary_buffer_end = true # Submit the command list when a PM4 primary buffer ends if it's possible to submit immediately to try to reduce frame latency.
      d3d12_tessellation_wireframe = false # Display tessellated surfaces as wireframe for debugging.
      d3d12_tiled_shared_memory = true # Enable tiled resources for shared memory emulation. Disabling them increases video memory usage - a 512 MB buffer is created - but allows graphics debuggers that don't support tiled resources to work.
      [Display]
      fullscreen = false # Whether to launch the emulator in fullscreen.
      host_present_from_non_ui_thread = true # Allow the GPU emulation thread to present the guest output to the host surface directly instead of requesting the UI thread to do so through the host window system.
      postprocess_antialiasing = "fxaa_ex

  • @AbdulKarim-nc3yb
    @AbdulKarim-nc3yb 4 месяца назад +2

    ¹w