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- #How to fix voice lag in pcsx2 emulator windows 10 update
- #How to fix voice lag in pcsx2 emulator windows 10 code
Rationale: Windows has cleaner code (becoming just like OnePad) and no more DS4/DualSense/Switch Pro/. GS-hw: Increase 32->16bit conversion accuracy Improves Dogs life (no longer goes completely black right away, but has decal problems) Vastly improves texture quality in Spider-Man 3 when using Framebuffer Conversion to fix the texturesĬOP2: Move COP2 timing messages to release builds.Īctions: Add windows category for SDL Upcoming Qt will feature native support for multiple controllers + remapping for all relevant OSes. Gamedb: add 'VUKickstartHack' to 'Jet Li - Rise to Honor'
#How to fix voice lag in pcsx2 emulator windows 10 update
Pad-windows/unix: Update to latest controller database. GS/HW: Use integers for depth conversion shaders Fixes z-fighting in reflections in DBZ BT3, maybe others? Also, this fixes an oversight made for Spiderman 3 in the past, now the proper fix is applied. However, the demo does indeed have an issue, so let's fix that. For Ratchet 1, After having done tests on actual hardware, the results shows that even real hardware will behave badly on the retail version. This commit fixes several entries from the GameIndex, removes the clamping fixes from Virtual On ontario program which wasn't needed, adds several rounding fixes to Ratchet 1 titles to fix the Hydrodisplacer Behaviour and adds several entries as well. GameDB: Add Ratchet & Clank demo and Spider-Man 3 Fixes + several new entries as well as the removal of the virtual-on Ontario program fixes. Qt: Add game summary and audio/memcard placeholders This fixes the air time ticking sound in Jak X. While 0x3FFF is indeed the highest playable pitch I think that the register is 16 bits wide and that the cap is enforced by the pitch counter algorithm. SPU2: Don't cap pitch setting on register write. Helps Dog's Life blending, we shouldn't wrap as we do more blend math afterward which will be wrong if we wrapped before. GS-hw: Don't wrap on 16bit destination format for blend mix. Direct3D11: Prefer sw blend over hw for clr_blend1_2 only when primitives don't overlap.
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Opengl/Vulkan: Prefer sw blend over hw for clr_blend1_2 on ultra blending, doing hw is less accurate and will introduce rounding issues. GS-hw: Prefer sw blend for clr_blend1_2 on ultra blending. Also adjust some comments to match updated shader names. For real tho, ideal solution is sw blend, doing any clamp/wrap is wrong on blend mix. GS-hw: Partially revert #5540 Allow to wrap on colclip. Also remove some not used commented out defines. GS-ogl: Remove GL_ARB_get_texture_sub_image. It breaks stuff since we do a mix of hw/sw. GS-hw: Disable dithering if blend mix is enabled.