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Hard fork, as it makes many sweeping changes to Genesis Plus GX to achieve widescreen support, which would make resyncing with upstream very hard to do. Other cores which have received updates Here is a list of other cores that have received updates, but for which we cannot post any changel...
The core now has an embedded widescreen patch database. We are going to try and keep this database updated as time goes along. Many thanks to the members of the PCSX2 Forums for posting all these wonderful patches. Built-in no-interlacing patches ...
proc) continue; ordered_processors.push_back(proc); } } // find the large and small clusters based on frequency // this is assuming the large cluster is always clocked higher // sort based on core, so that hyperthreads get pushed down std::sort(ordered_processors.begin(), ordered_...
Hard fork, as it makes many sweeping changes to Genesis Plus GX to achieve widescreen support, which would make resyncing with upstream very hard to do. Other cores which have received updates Here is a list of other cores that have received updates, but for which we cannot post any cha...
proc) continue; ordered_processors.push_back(proc); } } // find the large and small clusters based on frequency // this is assuming the large cluster is always clocked higher // sort based on core, so that hyperthreads get pushed down std::sort(ordered_processors.begin(), ordered_...
The core now has an embedded widescreen patch database. We are going to try and keep this database updated as time goes along. Many thanks to the members of the PCSX2 Forums for posting all these wonderful patches. Built-in no-interlacing patches ...
EmuConfig.EnablePatches == old_config.EnablePatches) { return; } Patch::UpdateActivePatches(true, false, true); // This is a bit messy, because the patch config update happens after the settings are loaded, // if we disable widescreen patches, we have to reload the original settings ...
EmuConfig.EnablePatches == old_config.EnablePatches) { return; } Patch::UpdateActivePatches(true, false, true); // This is a bit messy, because the patch config update happens after the settings are loaded, // if we disable widescreen patches, we have to reload the original settings ...
EmuConfig.EnablePatches == old_config.EnablePatches) { return; } Patch::UpdateActivePatches(true, false, true); // This is a bit messy, because the patch config update happens after the settings are loaded, // if we disable widescreen patches, we have to reload the original settings ...