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Kyty PS5 emulator keeps making impressive progress. Teenage Mutant Ninja Turtles: Wrath of the Mutants is now playable at around 22-24 FPS. Current status: • In-game • 22-24 FPS • Crashes on the first launch • Runs without further crashes after restarting I feel it's progressing at a much...

45,421 次观看 • 2 个月前 •via X (Twitter)

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In my previous post about the #Nioh3 demo, I mentioned that when the game isn’t consistently holding 60 FPS or 120 FPS, several issues can show up. Here’s a clearer breakdown of what's going on. The main reason is that the game speed and physics are tied to the frame rate. When you enable the 120 FPS cap, the engine start overreacting and pushes CPU usage very high, even if the game is still running at around 60 FPS (as shown in the first example). In the second clip, you can see the uneven, jittery camera movement I mentioned before. Notice how much smoother 60 FPS and 120 FPS look compared to the unlocked side. Also, camera movement at 60 FPS is slightly faster than at 120 FPS. In the third clip, player movement is slower when the frame rate is unlocked. This doesn’t happen all the time, but it shows up often enough to be noticeable. Because of how the Katana Engine behaves, the game is clearly designed around 60 FPS. Running at 120 FPS is possible, but it’s only recommended if your system can maintain that target almost all the time, which isn’t easy to achieve. There’s also an alternative workaround where you select the 60 (locked) option and enable Frame Generation (DLSS or FSR 3), as shown in the last clip. The downside is that DLSS Frame Generation tends to show the same stuttery look as when the frame rate isn’t holding a fixed target, likely due to Reflex keeping the frame rate slightly below target. FSR Frame Generation, on the other hand, looks much smoother and works better here.

BenchmarKing

17,820 次观看 • 8 个月前

Wuthering Waves PS5 Performance Test • Test Setup PS5 Slim (brand new, clean, no dust) Room temperature: 22°C with AC • Map Issue Yes, it's real. The new map is locked to around 2 FPS when opened from the menu, making it extremely laggy. • Stuttering Problems The game has severe stuttering. In some areas, it even freezes for 4–5 seconds, making the experience frustrating. • My Observation From my testing, the game appears to be running at a very high internal resolution on PS5 instead of relying on aggressive upscaling. For example, DLSS Quality at 1440p renders the game internally at approximately 1707×960 before upscaling it to 2560×1440. On PS5, however, it looks like the game is rendering at or near 2560×1440 internally and then upscaling to 4K. If that's true, it's an extremely demanding target for a base PS5. • Is This Fixable? Yes. If the game is indeed using such a high internal resolution, lowering it and using better reconstruction or dynamic resolution scaling could significantly improve performance. Running at such a high internal resolution on a base PS5 doesn't make much sense, and the game has suffered from performance issues for nearly 12 months. • Final Thoughts Kuro Games needs to address this. At this point, we can't keep blaming players, their hardware, or the engine. If the high internal resolution is the cause, it should be adjusted. If it isn't, then something else in the game's optimization is seriously wrong. #WutheringWaves #Gacha

Kaito

50,500 次观看 • 2 个月前

I think it's time we all get a reality check on Diddy Kong Racing 64 for the Sega Dreamcast, including myself... So here it is: original DKR for N64 vs our ported DKR for DC, direct comparison with FPS counters enabled. The truth is that I've been staring at the FPS meter all weekend, obsessing over every little dip, vectorizing, loop unrolling, and optimizing every little expensive-looking loop I can see in the codebase to win back 0.1FPS at a time... totally losing sight of what the basis for comparison even was from the original... So how long has it been since you've played the original on N64? I'm not talking about via emulation with higher FPS and fancy upscaling. I'm talking about directly, on an actual, physical Nintendo 64. Full disclosure... prolly been half a decade now, for me! Anyway, the devs behind the decomp were kind enough to share with me some of their performance and timing analysis captures... so I figured we'd take a step back and have a little fun! I had no idea it was running at only 20FPS tops, capped at 15FPS for the WizPig races!? I just remember pissing myself at having never seen a game look that good or realistic in my entire life back in 1997 when DKR came out for the N64... All I know is I want to do this game justice... but the truth is that even though we're still cooking, already the Dreamcast runs consistently at 10FPS higher and runs at 4x the screen resolution with progressive scan output... What do you guys think? How's our port comparing?🤔

Falco Girgis

54,645 次观看 • 2 个月前