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[GC] Metal Gear Solid: The Twin Snakes
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[GC] Metal Gear Solid: The Twin Snakes
11-29-2012, 04:21 AM
#11
LordVador Offline
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(11-29-2012, 03:52 AM)SnakeBoss Wrote: U guys should try this on the AX HLE branch.

You mean the game is fixed with HLE now?
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11-29-2012, 10:52 AM
#12
SnakeBoss Offline
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So I read on one of the git commits. The person said something about testing the game for about 30 minutes and it not cutting off at all. Haven't had the chance to give it a run yet so that's why I brought it up.
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12-01-2012, 09:15 PM
#13
fagoatse Offline
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I gave it a try and it seems to work as good as/better than LLE. It hasn't crashed and nor has it desync'd but COM calls issues and this strange stutter persists. Overall clarity of sound has improved a lot though. Needs more extensive testing before giving any verdict.
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12-02-2012, 05:39 AM (This post was last modified: 12-02-2012, 05:47 AM by SnakeBoss.)
#14
SnakeBoss Offline
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Does the FPS go above 30 for you? Mine is locked at 30 even when I place frame limit to off.

EDIT: The reason it was locked at 30 is because of the D3D backends. Only OpenGL allows it to go higher for some strange reason. Might be a bug.
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12-02-2012, 11:38 AM
#15
fagoatse Offline
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OGL afaik is the only backend that renders the minimap correctly so I haven't tried DX yet.
Umm, mine's locked at 25(cutscenes)/50(ingame) I think, gotta re-check. What's your region?
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12-02-2012, 11:15 PM
#16
SnakeBoss Offline
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NTSC. I have played this game b4 with DX11 backend and the only time I ever had a problem with the soliton radar is when I fought against Raven. That issue only lasted about a few seconds though. I understand the cutscenes are cut in half but during gameplay it refused to go back up.

Did I ever mention the timing in this game is off. For the audio to play smoothly, the frame limit must be set to audio because apparently 100% is still too slow. Try putting the limit on auto and you will see what I mean.
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12-10-2012, 01:30 PM
#17
jantz99
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I have been trying to play the game, while I manage to get it to play perfectly mostly staying at 40-50 FPS. The audio does end up freezing or crashing the game on cutscenes. I have tried DSP HLE with Dsound and AX backend but it results on the same.

With DSP LLE I don't seem to have crashes because of the sound but framerate drops to around 30-38 during gameplay. Sound is also choppy =/

Any tips to fix this?
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12-11-2012, 12:03 AM
#18
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(12-10-2012, 01:30 PM)jantz99 Wrote: With DSP LLE I don't seem to have crashes because of the sound but framerate drops to around 30-38 during gameplay. Sound is also choppy =/

Low fps and choppy sound are due to your CPU that is too weak to use LLE decently
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12-27-2012, 07:05 PM (This post was last modified: 12-27-2012, 07:13 PM by aidenn.)
#19
aidenn Offline
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Hello,

I have a strange issue (Dolphin 3.5, LLE), it can be seen after engaging the first two guys in game and running around for a bit. The game then goes in slow motion (like, half of even 1/3 speed), even though the emulator says the speed is 100% (or 130% if I turn the limiter off). Someone wrote that it can be due to vbeam accuracy, but I checked and it happens both with it ON and OFF. Any ideas?

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12-27-2012, 08:34 PM
#20
DefenderX Offline
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Do you get this problem only in this game?
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