Midnight Club: LA (Some overlap with RDR) #14
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Oh damn, totally missed this one. |
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Hello, I'm very new of Github and sorry to write you here, I didn't know where otherwise. As reported in my youtube channel, I'm trying to apply the Xenia patches, expecially to unlock the framerate, on a real Xbox 360 modifying the .xex files. Some of them work well (Half Life 2, thanks to Margen67), Gears of War, Shadows of the damned, other not. I've also unlocked the framerate some games by myself, like Ace Combat 6, King Kong, Batman Arkham City (see the relative videos on my youtube channel for the hex addresses to be changed). Unfortunately, some of Xenia patches don't work or work but, I presume but not sure, I need also to turn off the vertical sync. One that doesn't work is Midnight Club: LA. Is there a way to report how to turn off the vsync in the patches you make? I'll be very glad. ps. I've only basic of C++, not of assembler, so my approach is to edit the hex code with tools like Peek Poker and HxD, changing some typical values I've notice are reported in the Xenia patches (eg. 39 60 00 02 48 00 00, changing 02 to 01). Thanks in advance. |
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FPS-Heavy Shader Draw Commands:
AmbientOcclusion_draw
AmbientOcclusion_drawskinned
shadowBlend_draw
shadowDepth_draw
shadowAlphaDepth_draw
Shader Commands To Disable In CPU-Limited Situations: (Usually z-prepass is a good thing, this might actually worsen framerates. Still worth investigating.)
zprepassAlpha_draw
zprepass_draw
zprepassCrossFade_draw
Other Shader GPU-Heavy Commands:
generate_impostor_draw
generate_impostor_drawskinned
generate_night_impostor_drawskinned
generate_shadow_impostor_draw (These are mostly for tree and foliage shadows)
generate_shadow_impostor_drawskinned (These are mostly for tree and foliage shadows)
Commands That Call Object-Specific Parameters Within The Hundreds upon Hundreds of Configuration Files: (This could be very useful.)
CubeShadowMapSampler
CubeShadowMap
ShadowCollectorSampler
ShadowCollectorTex
Value "rage__CShadowMapTile", are the shadow maps for every mesh that casts real-time shadows. "bamblight" or "amblight" is their SSAO, if applicable. Sending those shadow maps, with their included depth maps, bias, camera off-set, EVERYTHING, back to the shader as a "0" disables it all.
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