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How does Project 64 handle 'Perfect Dark'?

StbngWstwrd

Bow before me!
Whenever I try to play Perfect Dark on pj64, it asks me to save my new agent, but there's nowhere to create a save file. Shows the little box, but there's no empty spaces to save to. Is there something I'm doing wrong? (Yes.) If so, what should I do? I also have 1964, Blade64, Nemu, UltraHLE and SupraHLE, if any of those work better, but you seem to be getting it to work fine on pj64 :pj64:

EDIT: Never mind! It's working fine now! Beats me what happened.
 
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nudetothis

New member
I suppose this will be a "duh!" for most of you, but after reading through this thread I was quite frustrated because my box wasn't playing Perfect Dark well at all. Stutter, stutter, stutter. I tried all the basic performance tweaks within PJ64 with no improvement.

My specs:
Epox 8KHA+
Athlon XP1700+
512mb PC2100 DDR
GeF4 Ti4400
Win XP

So youre probably thinking it should run like shit through a goose, but it wasn't.

Then, later, I found an old disk my bro-in-law burned for me back in 99. It had a game on it called motoracer which as it turned out would only run in 16 bit. So, I changed my desktop/display properties to 16. Then, just to see, I ran Perfect Dark.

Well, it runs seamlessly now.

Just goes to show sometimes it the little things.
 

communist

New member
can some1 explain me why ppl run their desktop or games on 32bit since i never saw a difference between the image quality :plain2: but only a difference between the performance...
 

Remote

Active member
Moderator
Blasphemy:p Nah, the reason for why most people use 32bits as their desktop color depth is the icons, look at the icons at 16bits compared to 32bits, spot any differences? And for games as long as you have the hardware to back it up the difference is like day and night....
 

communist

New member
Remote said:
1)Blasphemy:p Nah, the reason for why most people use 32bits as their desktop color depth is the icons, look at the icons at 16bits compared to 32bits, spot any differences?

2)And for games as long as you have the hardware to back it up the difference is like day and night....

1)either i´m blind or i dont see a difference between those 2 shots.

2)in games i have yet to see a game where the difference is that big.
 

james.miller

HELL YES. IT'S ME!
i dont know why that is so small. anyway download them and magnify them (i kept them small for poeple on dial-ups. you'll then see the difference
 

rtb

New member
i run @ 16 bit and i can see a difference between them, you should've used windows bitmap to save.
ANd the reason there is 16 and 32 bit is: when at 16 bit you can just see the difference between 2 colors with 1 part more red for example.
When at 32 bit you cant. So games can show seamless color fades. At the cost of speed of course.
 

rtb

New member
Yes but because of the compression the pictures arent as precise as they should be, and the bitmaps wouldn't be alot bigger though.

And both files are saved as 24 bit(16.7 mil colors) jpgs so your 32 bit render is just 24 bit.
 
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james.miller

HELL YES. IT'S ME!
now correct me if im wrong but 32bit and 24 bit are the same thing. the difference being that 32 has proper transparency whereas 24bit doesnt - it uses the color pink to show transparency
or is that 16bit and 24bit. i dunno.one of the two
 

communist

New member
well ok. but i dont sit around in a game to look at color fades - i look at other things. anyway i´ll only run a game in 32 bit if required. i had to run OperationFlashpoint in 32 bit in order to get a correct shadow. in 16bit it was pretty weird.
 

james.miller

HELL YES. IT'S ME!
yeah me too mate. to be honest there isnt much difference between 16 and 32 bit execpt for the slight speed increase with 16bit.i dont see much of a difference when playing games.its only with static images that i think you can really tell
i.e the background on your windows desktop for example
 

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