Ingame with LLE.It does same thing (pausing due to errors) as mentioned BlackDaemon at BloodRayne: Betrayal.To bypass it just comment Emu.Pause() in D3D12GSRender.cpp, line 281.Thx for info BlackDaemon.
Enabled LLE modules:
cellFiber_Library v1.1
cellGifDec_Library v1.1
cellJpgDec_Library v1.1
cellSpursJq_Library v1.1
cellSre_Library v1.1
LLE info here
- also vlj can you look at it?
(12-16-2015, 07:34 PM)John GodGames Wrote: [ -> ]Ingame with LLE.It does same thing (pausing due to errors) as mentioned BlackDaemon at BloodRayne: Betrayal.To bypass it just comment Emu.Pause() in D3D12GSRender.cpp, line 281.Thx for info BlackDaemon.
LLE info here
- also vlj can you look at it?
Looks like geometry, post-processing and texture issues. vlj could probably fix quite a lot of stuff with this.
You should also always mention or show the modules LLE'd, as per the updated
guidelines.
You could also try it with
this PR, as it includes many accuracy fixes and may improve the rendering.
Looks better now
LLE modules used:
cellFiber_Library v1.1
CELL_L10N_PRX_MODULE_NAME v1.1 (i think it's not necessary)
cellNetCtl_Library v1.1 (it's necessary)
cellSpursJq_Library v1.1
cellSre_Library v1.1
Settings:
PPU: Interpreter 2
SPU: Recompiler (ASMJIT)
DirectX12
OpenAL
P.S. if you need .log I can upload it here.
![[Image: 942d48413de8b73dae82fd3db3ab49ac.jpeg]](http://i75.fastpic.ru/thumb/2016/0306/ac/942d48413de8b73dae82fd3db3ab49ac.jpeg)