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Lopezloo, Marek Kulik, Stefano Aguilera, tederis, Dutchman101, nokizorque, qaisjp, TAPL-93 We would like to thank the following community members for their contributions to the MTA:SA source code or resources for this release: List of changes to the resource pack can be found here (starting from upwards). Fixed file conflicts for resources with square brackets in their filenamesĪ complete list of changes can be found here and here (from r7607 upwards).Added server verification logic and improved version checks.Improvements for error handling for function parameter parsing.Tweaks for existing functions ( dxGetStatus(), dxGetTexturePixels(), fetchRemote()) and OOP.New scripting features: Search Light functions ( which were also mentioned in the previous news post), setWindowFlashing(), dbPrepareString(), onPlayerACInfo() and more.We have additionally fixed a desync issue related with vehicle streaming and some reconnection problems when downloading files from external webserver. This update should be interesting for Linux server hosters, as we have added some additional libraries for better compatibility with older distributions. We are happy to present you our newest release - Multi Theft Auto: San Andreas 1.5.2!Īs you can see, this is actually an update for our current stable version series - MTA:SA 1.5. Power Module frame size FSD Liquid Cooled Power Module frame size FSE Liquid Cooledīanking on our enriched industry experience, we are engaged in offering a huge gamut of S110 Sinamics AC Drive.
Always set v-sync, triple buffering, AA, AF etc in game where you can before messing with these settings.Īlso, be careful of setting pre-rendered frames to 1 no matter what people say. The majority of settings here are best left alone unless you are fixing a problem with a specific game as most games have their own engine implementation of these features which is better and/or faster. This is an OPENGL only parameter in the NVCP afaik (just like threaded optimisation and multi-display / mixed GPU acceleration), they just don't mark it as such. In addition it is almost always better to use the game's own implementation of triple buffering than forcing it in the CP (there are different ways of implementing it and some ways are better, i.e less input lag). The input lag is more noticeable where certain games link their input processing directly to the framerate (seems to be most common in shonky console ports), triple buffering tends to aggravate that. Click to expand.The only time I would enable it is when the hardware is not capable of maintaining a steady framerate at the monitor refresh rate, as without it the framerate drops will be more severe. |
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