Video wird geladen...

Video konnte nicht geladen werden

Zur Startseite

PS5 emulation just hit another exciting milestone. SharpEMU can now boot Minecraft: PlayStation 4 Edition all the way to the main menu, running at a smooth 60 FPS. Current progress: • Game boots successfully • Main menu renders correctly • Stable 60 FPS in the menu • UI is...

56,292 Aufrufe • vor 24 Tagen •via X (Twitter)

0 Kommentare

Keine Kommentare verfügbar

Kommentare vom Original-Post werden hier angezeigt

Ähnliche Videos

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 Aufrufe • vor 6 Monaten

karpathy just admitted that his own app got oneshotted and he thinks yours is next. he built menu gen. you take a photo of a restaurant menu and it shows you pictures of what the food actually looks like (because 30-50% of menu items you genuinely have no clue what they are) he vibe coded the whole thing: photo upload → ocr extracts item names → image model generates a picture for each dish → app re-renders the menu with photos next to every item → deployed on vercel but then someone showed him the "software 3.0" version: 1. take the same photo. 2. give it to gemini. 3. say "overlay pictures of each dish onto the menu" gemini returned the original menu photo with food images rendered directly into the pixels just 1 prompt and his entire app became entirely unnecessary here's karpathy's way to test if you're still stuck building in old paradigm: 1. take away all the code in your app. 2. give the raw input directly to an llm. is the output roughly the same? if yes, your code is just adding steps between the input and the output. karpathy thinks the apps that survive are the ones where the code does something the model genuinely can't: > persisting state across users > enforcing access controls > processing payments > connecting to hardware he calls anything else outdated "software 1.0 thinking." the question to ask yourself before you build anything right now: is this an app, or is it just a prompt with extra steps? you simply won't win if your answer is the latter

Ole Lehmann

130,139 Aufrufe • vor 3 Monaten

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

49,355 Aufrufe • vor 1 Monat