Metal Gear Solid 3: Subsistence (NTSC) SLUS 21359
Status: Ingame
CPU Model: e6600 @ 2650mhz
Name: Sensation Timens
2gb ram
EVGA 8800 GTX
Windows XP SP2
MTGS and Dual Core mode Enabled w\ Frame Limiter, Pixel Shader 3.0
P.E.O.p.S. CDVD 1.3.0
P.E.O.p.S SPU2 1.9.0
ZeroGS KOSMO 0.97.1 (2 MGS3 related options enabled)
16x AA (45% fps impact over 0xAA) Bilinear Filtering
Average Fps in Jungle @0xAA:25 || @2xAA:25|| @4xAA:23 || @8xAA:18 || @16xAA:14
Unified DX9/10 GSdx 0.1.2: D3D9 Hardware Rendering /w texture filtering and alpha correction enabled
Often times 2.5x faster than ZeroGS
Standard Size Screen (640x480) Windowed(native internal res.) @ 27-73fps (40fps average in 3rd person mode, 47fps in Birds-eye View),
1920x1200 - Full screen (1920x1200 internal res.) @ 35fps average in 3rd person, 47fps in Birds-eye.
Graphics are more accurately emulated in GSdx, although colours are off as many dark splotches are actually supposed to be brightly lit spots on the ground.
PCSX2 Bugs:
Overcoming the Initial tree trunk takes persistence and a few attempts.
Physics bug(floating point accuracy bug) sometimes causes Snake to fall through the ground and get stuck when pressing agasinst objects such as trees and ledges.
Bug encountered in the area with the first enemies freezes the game, yet the music and sound effects still play (DMA error:7504fd80)
::note:: all pictures are from GSdx 0.1.1
The 7th pic showing an enemy soldier missing textures can be fixed either by enabling logarithmic Z or by using directx10 Vista OS.
Last edited by PCXL-Fan; December 29th, 2007 at 02:25..