Then again you were already explained about the correlation of frametime graphs with regards to latency and framerate. Me and others don't have the issue you are having in fields (tested the same field at 60 FPS with better results than your 30 FPS video), aside from the most notorious Ancient Coil and desert map which are CPU heavy. It is written in C++ with portability in mind, with builds actively maintained for Windows and Linux. Your issue is your CPU is too weak and is being bottlenecked. Yuzu is an experimental open-source emulator for the Nintendo Switch from the creators of Citra. As El Chapp mentioned they have an even weaker 970 and have no issues, as have many others. I recorded it with the 3D resolution slider set to its absolute minimum in order to show that it is NOT related to my RTX 2060 GPU performance, as the internal resolution was at 25%." Of course it isn't your GPU. "This video is meant to show an example of the performance problem Star Ocean 6 has on PC when you're inside large field-like maps when at 60fps the game will have massive frame-time hitches and stutters, presumably related to CPU thread handling and how they relate to the frame-rate, but when changed to 30fps the game smoothes out and plays normally. Originally posted by つづく:I can't believe the shaders thing.
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