PCSX2 1.4.0 軟體資訊介紹&下載

Advanced SystemCare Free,軟體教學,軟體下載,電腦問題,電腦教學
Advanced SystemCare Free 採取一鍵式的方法來保護,修復,清潔,優化,並最終加快您的電腦。在全球範圍內下載量超過 2.5 億次,這個出色的屢獲殊榮的 System Mechanic Professional 系統是您的計算機“必備”工具,使您的 PC 像新的一樣運行。它易於使用,100%安全,無任何廣告軟件,間諜軟件或病毒.

為了更好地保護用戶的在線隱私 Advanced SystemCare Free,新增了“保護”標籤,旨在提供快速訪問以保護瀏覽不被自動跟踪一旦瀏覽器關閉,清除隱私痕跡,並通過瀏覽器反跟踪和插件 / 工具欄清理器檢測並抵禦惡意插件 / 工具欄的攻擊。此選項卡.



新性能監視器 - 這個輕而強大的桌面監視器可以釋放內存只需點擊一下平滑 PC 在幾秒鐘內運行。工具箱始終提供有效的工具,如新的啟動管理器,一鍵式解決方案,通過優化不必要的啟動和服務,顯著地減少系統啟動時間。在大多數老舊的個人電腦中,可能會有很多麻煩讓他們放慢速度。配備先進的 SystemCare PC 離線安裝程序,您的電腦將保持無差錯和平滑的前所未有的。

Advanced SystemCare Free 功能:

優化 300%更快 PC
您的計算機將有各種問題,因為它變得越來越老,這是 Advanced SystemCare 10 可以提供幫助的地方。除了一體化的功能,Advanced SystemCare 是您的基於 Windows 的 PC 最好的 PC 清潔和註冊表清潔工具。借助其幫助,用戶可以清理各種垃圾文件,掃描私人信息,並加快上網速度,享受更快,更清潔的電腦另外,Advanced SystemCare 10 全新的啟動優化模塊可以快速掃描啟動項目,使用戶禁用不必要的啟動項目,從而提升啟動時間。現在就下載它,以免慢 PC!

Monitor RAM,CPU& 實時磁盤 61035896 一旦採用,用戶會對性能監視器表示高度評價。為了擴展其功能並更好地為用戶服務,新增資源管理器。通過資源管理器,用戶不僅可以監視 RAM,CPU 和 CPU,他們的電腦實時磁盤條件,而且快速結束多項任務,釋放更多的空間,使電腦運行平穩& 快速.

Safer 瀏覽& 更快的 PC
作為一體化的 PC 優化工具,Advanced SystemCare 10 當然可以保護用戶的利益。個人電腦和衝浪安全。隨著增強的系統加強,改進的網頁保護& 放大的間諜軟件檢測數據庫,Advanced SystemCare 10 採用了廣告刪除功能,以更好的上網保護。用戶可以享受安全& 平滑的網上沖浪體驗,而且沒有各種在線威脅,並且在啟用該功能時在網頁上出現煩人的彈出式廣告,以及三種主流瀏覽器:IE,Chrome& Firefox 支持.

用新 FaceID
捕獲入侵者用戶可以使用電腦上的相機,享受 Advanced SystemCare 10 的驚人的面部識別功能。借助這個全新的功能,Advanced SystemCare 10 可以幫助捕獲入侵者偷偷訪問您的 PC 或試圖竊取您個人信息和重要文件。用戶只需要先設置自己的人臉模型,Advanced SystemCare 10 會自動捕捉入侵者“稍後的圖像在後台.89974923

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PCSX2 1.4.0

pcsx2-1.4.0-setup.exe

17.01 MB

Windows XP / Vista / Windows 7 / Windows 8 / Windows 10

免費軟體

IObit Lab

http://www.iobit.com/en/advancedsystemcarefree.php

2016-01-08

What's new in this version:

Debugger:
- The new debugger features a live disassembly view and allows developers to debug games way easier than before while being very useful feature in assisting the debugging of games which aren't working properly. Its main purpose is aiding in game hacking, translation patches for example list of Keyboard shortcuts for the debugger functions can be found at docs/debugger.txt

Folder memory cards:
- The new Folder memory card feature allows users to easily share single game saves instead of the whole memory cards by simply sending the folder of the specific game. This method also allows easier backup of the save files and allows deletion of game saves without even going into the PS2 bios or the game. You even convert your older memory cards to a folder using the built-in convert feature!
- Another neat advantage is that it provides unlimited storage capacity for save files as games will only see their own saves and the rest of the perceived 8MB memory card as free space. This allows you to create as many saves as would fit onto a whole empty memory card in a single game, without concerns about leaving enough space for other games or ever running into the problem where you start a new game and only later realize you don't have enough free space on the memory card to save, and without the incompatibility issues of emulating bigger third party memory cards.

EE Overclock:
- You can now manipulate the EE Cyclerate to overclock and underclock the Emotion Engine's R5900 Core CPU clock speed, The negative values on the slider allow you to reduce the clock speed and conversely the positive values effectively increase the clockspeed.

Recompiler Improvements and Core Refactors:
- GIF: Better Handling for Finish Interrupt request signal
- MicroVU: General Improvements
- SIF: Limit/Mask transfer size to 1mb-16bytes
- VIF: Better handling of IRQ and MFIFO Timing improvements
- EE Interpreter: Improved TLB miss exception handling

Support for loading Gzip and CSO compressed ISO's:
- PCSX2 can now directly load compresed ISO images, so you can save your precious HDD space!

GSDX

Programmable blending to reproduce GS blending unit output:
- The source of the issues on GPU blending unit is due to the fact that the raster operations pipeline (ROP) differ from the GS and the GPU which means that the GPU ROP's don't support the equations which are supported by the GS ROP's and hence it leads to wrong blending which causes situations like horizontal black lines or missing effects on some games.
- Hardware implementations are usually limited to only a subset of all possible equations. A software implementation based on a CPU (such as a shader) would be able to do any operation at the cost of performance.
- The new option (Blending Unit Accuracy), which is an OpenGL renderer exclusive, moves the computing of the ROP to the shader. This way it is more accurate but considerably slower. You can try different levels of the option "Blending Unit Accuracy" to check out the impact on the accuracy and performance.

Improved CRTC output size handling:
- There were few rare cases on games running at NTSC video mode where the detected frame buffer height was too large and eventually caused the whole screen to have a weird format with unexpected bottom black bars on the screen. A few games which suffered similar issues are Skyrunner, Devil may cry 3, Tribes: Aerial Assault. This eventually got fixed by proper saturation limit for height in case of NTSC video mode.

Software renderer improvements:
- Silent Hill outputs a nan in Q to emulate the flashlight - an unsupported NaN (not a number) on the projection value (Q). Gregory used an isnan test to find such instances and emulate the flash light effect. Gabest later decreased the speed impact by using inlined ASM. Fixes Flash light effects on Silent Hill 3.
- Better texture size management in software mode, fixes Horsez and Stolen memory issue and also lowers memory usage in general.
- Better handling of textures addressing outside the limits by extending the cached texture size to the upper limits of the region clamp values: Fixes Lupin the 3rd

Accurate destination alpha testing:
- Better behavior to replicate one of the GS functions where the Graphics Synthesizer can discard a pixel based on the destination output. In order to emulate this function properly you need in-order RW texture. Unfortunately standard GPU only has either an in-order RO texture or an out-of-order RW texture, to circumvent around this limitation accurate date implements a two pass algorithm to implement the effect. The 1st pass searches the valid primitive ID and the 2nd pass will do the draw based on the previous pass.

Improved read of depth / color:
- A standard GPU has separate textures for the color and the depth information. The GS doesn't enforce such separation between color/depth information. So it is allowed to read depth as color or write color into depth. You could even write depth in the color render target. It is used for effects such as "depth of field". The new option "Hardware depth", which is an OpenGL renderer exclusive, allows to convert depth/color into color/depth respectively. Now you can enjoy accurate reproduction of such effects. However these conversions require additional resources from your GPU which might gradually decrease performance in cost of accuracy.

SPU2-X

Per channel volume adjustment:
- A.K.A Room Correction. This feature is present in the control panel of some audio chips, but often enough, the settings that work well for the system in general, don't match the settings that you prefer for emulated games, due to the intrinsic differences of the emulated machine.
- It does exactly what it sounds like: lets you adjust each output channel independently, to compensate for things such as distance of the speakers to the chair, or to emphasize the vocals (center channel) or the surround sound (side/back channels) when the game's balance is not fully to your liking.
- You'll find the values hidden in the SPU2-X.INI file, under the MIXING section (VolumeAdjust series of keys). The values are in decibels, which means writing 1 in one of the volumes will make the amplitude 10x larger, 2 will blow it up to 100x, and -1 will make it 1/10th of the original. Smaller values in the range of -1 to 1 are recommended for testing, as it's easy to cause unwanted clipping in the output.

Time Stretcher:

Improvements to tempo adjustments:
- Previously latency values higher than 200ms will make the stretcher adjustments overshoot the target
- equilibrium back and forth, in effect never stabilizing. This bug was fixed by lowering the tempo adjustments to avoid potential overshoots on bigger buffers.
- The latency slider will now allow a minimum value of 15ms. Providing choices of choosing from values between 15 to 29ms on the slider.

GUI:


Configurable template on GSFrame titlebar:
- There was some discussion among the users about the elements which should be displayed on the title bar of the rendering window, some of them disagreed with the placement of the elements and suggested to replace them in different order and have certain elements prioritized. While our users opinions are respected, all of them had very different ideas and it was impossible to satisfy everyone. Hence a consensus was never reached.
- So Avih decided to create a general template system to allow customization of the elements on the title bar. The following template is located in the inis_1.4.0/PCSX2_ui.ini file though lacks a user interface for easier customization.

Revamped Core and GSDX plugin dialogs:
- The Core and GSDX dialogs have undergone quite a deal of changes like converting the three-state checkboxes to a combobox, inclusion of tooltips on GSDX dialogs and further simplification / categorization which eventually lead to the Shader configuration dialog which includes all the Shader based options. (Shade Boost , FXAA , TV Shader and External shader) on the core side, there was a recent WX update from 2.8 to 3.0 which eventually caused a few issues but all of them got fixed eventually by our WX Expert Turtleli and there has also been support for DPI scaling added for all the dialogs. The Emulation settings dialog has also been changed slightly to be more consistent with the Linux GUI.

Advanced SystemCare Free 相關參考資料