Story about this video game and enchanced video graphics upscaled to 4K HD resolution. Lost graphical details revealed.
Emulated with Duckstation on Xbox X Series
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List of graphics enhancement settings applyed with description of what it does:
Enabled Overclocking - 200% (CPU Clock speed).
D3D12 - rendering game visuals with DirectX12.
VSync - synchronizes presentation of the consoles frames to the host, smoother animations.
Use Software Render fot Readblocks - runs the software render in parallel for VRAM readblocks
Sync To Host Refresh Rate - adjusts the emulation speed so the consoles refresh rate matches the host when VSync and Audio Resampling are enabled
Optimal Frame Pacing - ensures every frame generated is displayed for optimal pacing
Linear Upscaling - uses bilinear filter when uoscaling display smoothing out the image
Resolution - 16x (display 4064x3600, VRAM 16384x8192)
True Color Rendering - disables dithering and uses the full 8-bit prr chanel of color information
Scaled Dithering - scales the dithering pattern with the internal rendering resolution, maling it less noticible
Forced NTSC Timings - PAL games run at NTSC timings i.e. 60hz
Force 4:3 For 24-bit Display - switches back to 4:3 display aspect ratio when displaying 24-bit content
Chrome Smoothing For 24-bit Display - smooths out blockyness between color transitiona in 24-bit content, usually FMVs
PGXP - precision geometry transform pipeline
PGXP Geometry Correction - reduces wobbly polygones by attempting to preserve the fractional component through memory transfers
PGXP Texture Correction - uses perspectuve-correct interpolation for texture-coordinates and colors, straightening out warped textures
PGXP Culling Correction - increases the precision of polygon culling, reducing the number of holes in geometry
PGXP Preserve Projection Precision - adds additional precision to PGXP data post-projection
PGXP Depth Buffer - reduces polygon Z-fighting through depth testing
PGXP CPU Mode - Uses PGXP for all instructions
Enable PGXP Vertex Cache - uses screen positions to resolve PGXP data
PGXP Geometry Tolerance -1.0 Pixels
PGXP Depth Clear Threshold -1.0
Enabled VRAM Write Textures Replacement
Preload Replacement Textures - loads all replacement textures to RAM
Dump Replacable VRAM Writes - writes texture which can be replaced to the dump directory
Set VRAM Write Dump Alpha Channel - clears the mask/transparency bit in VRAM write dumps
Enabled Recompiler ICache - simulates the CPU’s instruction cache in the recompiler
Enabled Recompiler Block Linking - performance enchantment - jumps directly between blocks instead of returning to the dispatcher
Recompiler Fast Memory Access - avoids calls to C++ code, significantly speeding up the recompiler
Display FPS Limit - 60.00 FPS
Need for Speed: High Stakes is a 1999 racing video game developed by EA Canada and EA Seattle and published by Electronic Arts for the PlayStation and Microsoft Windows. It is the fourth game in the Need for Speed series and a follow-up to Need for Speed III: Hot Pursuit. The game features more realistic elements than its predecessors and introduced a damage system that allows cars to take damage when colliding with objects, affecting their appearance and performance. It also introduced a series of economy-based tournaments, awarding players with a cash prize that can be spent on repairing, purchasing, or upgrading cars for subsequent races. The game's Hot Pursuit mode, which was introduced in Hot Pursuit, was expanded with more options, allowing players to control police pursuits attempting to stop racers.
High Stakes was designed to convey a sense of risk and consequence, an idea that is primarily reflected in the game's High Stakes mode, where a player can lose a saved car in a race, along with the money they had spent on upgrading it. Because the game features licensed cars, Electronic Arts had to convince manufacturers to let their cars take in-game damage. High Stakes also marked the return of the Porsche licence, which had been absent from racing games since Porsche Challenge in 1997. The game received positive reviews from critics, who occasionally compared it to Gran Turismo. Critics generally praised its graphics, artificial intelligence, and realistic elements, but criticized its inconsistent frame rate. The Microsoft Windows version was awarded Racing Game of the Year by Computer Gaming World.
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