Blame the odd non-IEEE-754 floating point implementation changing physics enough that AI fails most of the missions which softblocks progress quite egregiously
Made me laugh though, when in the first level that it completely blocks, the director tells you to get close to a pickup, but the car you're chasing smashes the pickup to the sky like Team Rocket.
Last I heard there was a feature branch for testing a software implementation of floating point that would fix these issues, but naturally it would be a lot slower. I haven't tried it myself.
Really? Like what?
In my case I'm a big fan of Ace Combat and PCSX2 has rendering issues in both software and hardware modes:
https://github.com/PCSX2/pcsx2/issues/10976
https://github.com/PCSX2/pcsx2/issues/12173
It's gotten better (no more black untextured planes!) but the best experience is still on original hardware.
The Stuntman series is a still painful example.
Blame the odd non-IEEE-754 floating point implementation changing physics enough that AI fails most of the missions which softblocks progress quite egregiously
Made me laugh though, when in the first level that it completely blocks, the director tells you to get close to a pickup, but the car you're chasing smashes the pickup to the sky like Team Rocket.
Last I heard there was a feature branch for testing a software implementation of floating point that would fix these issues, but naturally it would be a lot slower. I haven't tried it myself.
> The Stuntman series is a still painful example.
I tried PS2 emulation just a year to ago, just to play Stuntman and found the same thing, painfully slow and barely playable.