And for anyone who has problems to get it running: Windows 10 After reinstalling Windows 10 (new mainboard and CPU i5 13th gen) I got the little Dirt Showdown square only and the start was interrupted. I tried everything - without success. I changed the compatibility settings/preferences in the program folder (in my case Steam\steamapps\common\DiRT Showdown\) for 'showdown_avx.exe' (you may try also 'showdown.exe') to 'run as admin' (or something like that, english is not my native language) and DiRT Showdown was starting. I've unchecked the admin mode after it runs once and it was still working - until I was upgrading to... Windows 11 The hack for Windows 10 wasn't working, but under settings/preferences I gave the 'compatibility troubleshooter' a chance with 'none of the problems above' and I asked Windows to set the compatibility preferences. BIG surprise: Problem solved, I am back on the 'road'. 😁 Try that before you say good bye to that great 'vintage game'
@user-sf6cm5cy2b12 күн бұрын
Sweet Car.
@user-sf6cm5cy2b12 күн бұрын
Indeed.
@howardgriffin422514 күн бұрын
6:49 What did you even hit that made the Lamborghini Damage out?.
@OverpoweredGamingYT12 күн бұрын
the cops.
@Blue_Y2K61676 күн бұрын
The guardrail.
@Blue_Y2K61676 күн бұрын
The guardrail.
@fazawalker.803420 күн бұрын
Settings?
@OverpoweredGamingYT20 күн бұрын
[APU] apu = "any" # Audio system. Use: [any, nop, sdl, xaudio2] apu_max_queued_frames = 64 # Allows changing max buffered audio frames to reduce audio delay. Minimum is 16. ffmpeg_verbose = false # Verbose FFmpeg output (debug and above) mute = false # Mutes all audio output. use_dedicated_xma_thread = true # Enables XMA decoding on separate thread. Disabled should produce better results, but decrease performance a bit. use_new_decoder = false # Enables usage of new experimental XMA audio decoder. [CPU] break_condition_gpr = -1 # GPR compared to break_condition_op = "eq" # comparison operator break_condition_truncate = true # truncate value to 32-bits break_condition_value = 0 # value compared against break_on_debugbreak = true # int3 on JITed __debugbreak requests. break_on_instruction = 0 # int3 before the given guest address is executed. break_on_start = false # Break into the debugger on startup. break_on_unimplemented_instructions = true # Break to the host debugger (or crash if no debugger attached) if an unimplemented PowerPC instruction is encountered. clock_no_scaling = false # Disable scaling code. Time management and locking is bypassed. Guest system time is directly pulled from host. clock_source_raw = false # Use the RDTSC instruction as the time source. Host CPU must support invariant TSC. cpu = "any" # CPU backend [any, x64]. debug_symbol_loader = false # Enable dbghelp debug logging and validation. debugprint_trap_log = false # Log debugprint traps to the active debugger disable_instruction_infocache = false # Disables caching records of called instructions/mmio accesses. disable_prefetch_and_cachecontrol = true # Disables translating ppc prefetch/cache flush instructions to host prefetch/cacheflush instructions. This may improve performance as these instructions were written with the Xbox 360's cache in mind, and modern processors do their own automatic prefetching. disassemble_functions = false # Disassemble functions during generation. dump_translated_hir_functions = false # dumps translated hir elide_e0_check = false # Eliminate e0 check on some memory accesses, like to r13(tls) or r1(sp) emit_mmio_aware_stores_for_recorded_exception_addresses = true # Uses info gathered via record_mmio_access_exceptions to emit special stores that are faster than trapping the exception emit_source_annotations = false # Add extra movs and nops to make disassembly easier to read. enable_early_precompilation = false # Enable pre-compiling guest functions that we know we've called/that we've recognized as being functions via simple heuristics, good for error finding/stress testing with the JIT full_optimization_even_with_debug = false # For developer use to analyze the quality of the generated code, not intended for actual debugging of the code ignore_trap_instructions = true # Generate no code for powerpc trap instructions, can result in better performance in games that aggressively check with trap. ignore_undefined_externs = true # Don't exit when an undefined extern is called. inline_loadclock = false # Directly read cached guest clock without calling the LoadClock method (it gets repeatedly updated by calls from other threads) inline_mmio_access = true # Inline constant MMIO loads and stores. load_module_map = "" # Loads a .map for symbol names and to diff with the generated symbol database. no_reserved_ops = false # For testing whether a game may have races with a broken reserved load/store impl no_round_to_single = false # Not for users, breaks games. Skip rounding double values to single precision and back permit_float_constant_evaluation = false # Allow float constant evaluation, may produce incorrect results and break games math pvr = 7407360 # Processor version and revision number. # Bits 0 to 15 are the version number. # Bits 16 to 31 are the revision number. # Note: Some XEXs (such as mfgbootlauncher.xex) may check for a value that's less than 0x710700. store_all_context_values = false # Don't strip dead context stores to aid in debugging. trace_function_coverage = false # Generate tracing for function instruction coverage statistics. trace_function_data = false # Generate tracing for function result data. trace_function_data_path = "" # File to write trace data to. trace_function_references = false # Generate tracing for function address references. trace_functions = false # Generate tracing for function statistics. use_fast_dot_product = false # Experimental optimization, much shorter sequence on dot products, treating inf as overflow instead of using mcxsrfour insn dotprod validate_hir = false # Perform validation checks on the HIR during compilation. writable_code_segments = false # Enables a program to write to its own code segments in memory. [Config] defaults_date = 2020123113 # Do not modify - internal version of the default values in the config, for seamless updates if default value of any option is changed. [Content] license_mask = -1 # Set license mask for activated content. # 0 = No licenses enabled. # 1 = First license enabled. Generally the full version license in # Xbox Live Arcade titles. # -1 or 0xFFFFFFFF = All possible licenses enabled. Generally a # bad idea, could lead to undefined behavior. [D3D12] d3d12_adapter = -1 # Index of the DXGI adapter to use. -1 for any physical adapter, -2 for WARP software rendering. d3d12_allow_variable_refresh_rate_and_tearing = true # In fullscreen, allow using variable refresh rate on displays supporting it. On displays not supporting VRR, screen tearing may occur in certain cases. d3d12_bindless = true # Use bindless resources where available - may improve performance, but may make debugging more complicated. d3d12_break_on_error = false # Break on Direct3D 12 validation errors. d3d12_break_on_warning = false # Break on Direct3D 12 validation warnings. d3d12_debug = false # Enable Direct3D 12 and DXGI debug layer. d3d12_dxbc_disasm = false # Disassemble DXBC shaders after generation. d3d12_dxbc_disasm_dxilconv = false # Disassemble DXBC shaders after conversion to DXIL, if DXIL shaders are supported by the OS, and DirectX Shader Compiler DLLs available at github.com/microsoft/DirectXShaderCompiler/releases are present. d3d12_nvapi_use_driver_heap_priorities = false # nvidia stuff d3d12_pipeline_creation_threads = -1 # Number of threads used for graphics pipeline creation. -1 to calculate automatically (75% of logical CPU cores), a positive number to specify the number of threads explicitly (up to the number of logical CPU cores), 0 to disable multithreaded pipeline creation. d3d12_queue_priority = 1 # Graphics (direct) command queue scheduling priority, 0 - normal, 1 - high, 2 - global realtime (requires administrator privileges, may impact system responsibility) d3d12_readback_memexport = false # Read data written by memory export in shaders on the CPU. This may be needed in some games (but many only access exported data on the GPU, and this flag isn't needed to handle such behavior), but causes mid-frame synchronization, so it has a huge performance impact. d3d12_readback_resolve = false # Read render-to-texture results on the CPU. This may be needed in some games, for instance, for screenshots in saved games, but causes mid-frame synchronization, so it has a huge performance impact. d3d12_submit_on_primary_buffer_end = true # Submit the command list when a PM4 primary buffer ends if it's possible to submit immediately to try to reduce frame latency. d3d12_tessellation_wireframe = false # Display tessellated surfaces as wireframe for debugging. d3d12_tiled_shared_memory = true # Enable tiled resources for shared memory emulation. Disabling them increases video memory usage - a 512 MB buffer is created - but allows graphics debuggers that don't support tiled resources to work. [Display] fullscreen = false # Whether to launch the emulator in fullscreen. host_present_from_non_ui_thread = true # Allow the GPU emulation thread to present the guest output to the host surface directly instead of requesting the UI thread to do so through the host window system. postprocess_antialiasing = "fxaa_ex
@Jakob.HamburgАй бұрын
Thank you for showing. : )
@CaptainCanuck1975Ай бұрын
One of my favorite games, but I didn't like how sometimes you'd complete a race and then have to spend 20 minutes trying to escape the police when you just wanted to start the next race.
@MrRodrigues520Ай бұрын
are the career events available as well or only the cars and tracks?
@tropixx_xlr1549Ай бұрын
Masterpiece
@The_Cool_Cat_Ай бұрын
Burnout 3 and Burnout Revenge are the Best Burnout games 😎
@MisterDeldeSaoPauloSPАй бұрын
Esse game é muito bom .. 😸😸😸😁
@NaldzHobbySideАй бұрын
have you tried the online feature? according to the list of revive online functionality, Sega Rally is functioning 100%
@tropixx_xlr1549Ай бұрын
Still sorta rough... The OG Xbox source code has been dumped or reverse engineered, or boht so I hope that will mean great things for Xbox emulation. And a ton of kudos tokens? How? With a cheat device?
@OverpoweredGamingYTАй бұрын
No with a PGR 2 savegame using FileZilla.
@tropixx_xlr1549Ай бұрын
@@OverpoweredGamingYT I want one of those, even though I don't play this much.
@xgensports9112Ай бұрын
My setup is not running in Windows 11....how did you download it?
@OverpoweredGamingYTАй бұрын
I use the EA app.
@SloughyImpala52Ай бұрын
Bro, don’t waste food
@AbdulKarim-nc3ybАй бұрын
¹w
@sirtristan01Ай бұрын
It kinda looks worse than Most Wanted? Afterthought of a game when development was focused on PS3/360.
@OverpoweredGamingYTАй бұрын
Yeah it’s does look worst on PS2 & Wii.
@jaredthegeneralmotorscarguy.2 ай бұрын
You placed 11th.
@jaredthegeneralmotorscarguy.2 ай бұрын
4 race courses to choose from they are: High Speed Ring Trial Mountain Grand Valley-East Section Clubman Stage Route 5
@jaredthegeneralmotorscarguy.2 ай бұрын
Same cars to Gran Turismo 2 0:19 0:20
@jaredthegeneralmotorscarguy.2 ай бұрын
My favorite manufacturer is Chevrolet by General Motors including the Chevrolet Corvette, Chevrolet Corvette Grand Sport in 1996 0:19 0:20
@jaejae172 ай бұрын
every time I load into a no hesi server the points never pop up do you know a reason or fix?
@krnewman2 ай бұрын
arguably the best racing game ever made, the Canadian version on PS2, anyway. I bough a phat 60 just to play this on. Glad I did.
@Kacpa22 ай бұрын
It finally looks good on PC. Without effects it looked soulless, cold and empty
@code_renard2 ай бұрын
Man had his soul tackled out of his body.
@thakyou50053 ай бұрын
This is more immersive than most racing crap being released nowadays!
@OPTCO13 ай бұрын
the one trying to steal the cop suv XD
@Sehajpreet09873 ай бұрын
Bro that's not Forza horizon 🤔 game name??
@OverpoweredGamingYT3 ай бұрын
Yes it’s not Forza Horizon that’s Assetto Corsa
@siberius14spectre943 ай бұрын
5:05 Epic.
@sooperdude223 ай бұрын
My favorite busted scene has to be when the State Troopers have your car surrounded, and one of the cops blocks out the camera just as another cop proceeds to smash out the window of your car with his nightstick.
@deedeemerry12953 ай бұрын
NFS Hot Pursuit 2: PS2 version >>>>>>>>> All other versions
@MohamedElouarda-qk6ws2 ай бұрын
Whatever version, this game is the best racing game i had. The benchmark. Everything was inch perfect
@IbukiMiodaa243 ай бұрын
They went so over the top with the busted scenes in this game 😂
@kellne23 ай бұрын
my crashes after New Game
@WCW1996FullAndPartialTVShowEps3 ай бұрын
5:29 LMFAO
@user-vs9up3eu9o3 ай бұрын
TriCity Police Is Idiot's Like Car Hit Each Other And Stop Like Drifted And Last He Need More Units Caused The One Unit Down And Suspect Gets Pushed By K9 Unit And Trooper Siren Sound Is Worst XD
@nurlybekozenov33273 ай бұрын
Where you install Driver San Francisco?
@OverpoweredGamingYT3 ай бұрын
Ubisoft Connect
@inpixelsfpv4 ай бұрын
□ L1 □ L1 Δ > Δ > mclaren F1LM habilitada
@trikdoutvl4 ай бұрын
I patched my game now no more black screen but it permantely plays at x8 or something ridicuouly fast. So fixed one issue n created another lmao
@Rick-bn5bs4 ай бұрын
I don't understand, isn't he supposed to be an undercover cop? Why do they treat him like that?
@Тоша_Хамло4 ай бұрын
They seem to know, they even treated me to a donut
@miccahstaimee4 ай бұрын
My guess is that they don't want to treat him any better than how they treat other criminals in order for his cover to not be blown
@miccahstaimee4 ай бұрын
My other guess is that they don't know cause realistically not every law enforcement/federal officer is informed about undercover officers mainly to prevent a leak from occurring putting the undercover officer and the operation in jeopardy. Those are my two guesses but from a canonical standpoint the protagonist is never supposed to get caught
@HirokaAkita3 ай бұрын
Most undercover officers work so undercover, that not even the corporation (aside from the higher ups) know about it. As far as they are concerned, he is only another criminal. Thats specially true in law enforcement corps like CIA and FBI, when detained by regular cops.
@ralphlorenzperolino30543 ай бұрын
The cops don't know that you're undercover. Or else, your mission will be blown.
@pitbullpunk1004 ай бұрын
Speeeeaaaar😁😁
@user-oo6if4lt1n4 ай бұрын
Use a computer
@Vikt-vg8nz3 ай бұрын
how do we tell him
@MohamedElouarda-qk6ws2 ай бұрын
I also prefered the computer version. That was the first version i think. The best racing game i ever played. Best experience. Using any car was unique. Sensations were top. The progression was top too
@hamza.991Ай бұрын
The ps2 version was superior
@faydulaksono4 ай бұрын
Link for forza 4 iso please.. and your xenia configuration....thanks
@OverpoweredGamingYT4 ай бұрын
Game: dlxbgame.com/forza-motorsport-4-game-of-the-year-edition-jtag-rgh-dlc/ [MY CONFIG] [APU] apu = "any" # Audio system. Use: [any, nop, sdl, xaudio2] apu_max_queued_frames = 64 # Allows changing max buffered audio frames to reduce audio delay. Minimum is 16. ffmpeg_verbose = false # Verbose FFmpeg output (debug and above) mute = false # Mutes all audio output. [CPU] break_condition_gpr = -1 # GPR compared to break_condition_op = "eq" # comparison operator break_condition_truncate = true # truncate value to 32-bits break_condition_value = 0 # value compared against break_on_debugbreak = true # int3 on JITed __debugbreak requests. break_on_instruction = 0 # int3 before the given guest address is executed. break_on_start = false # Break into the debugger on startup. break_on_unimplemented_instructions = true # Break to the host debugger (or crash if no debugger attached) if an unimplemented PowerPC instruction is encountered. clock_no_scaling = false # Disable scaling code. Time management and locking is bypassed. Guest system time is directly pulled from host. clock_source_raw = false # Use the RDTSC instruction as the time source. Host CPU must support invariant TSC. cpu = "any" # CPU backend [any, x64]. debug_symbol_loader = false # Enable dbghelp debug logging and validation. debugprint_trap_log = false # Log debugprint traps to the active debugger disable_instruction_infocache = false # Disables caching records of called instructions/mmio accesses. disable_prefetch_and_cachecontrol = true # Disables translating ppc prefetch/cache flush instructions to host prefetch/cacheflush instructions. This may improve performance as these instructions were written with the Xbox 360's cache in mind, and modern processors do their own automatic prefetching. disassemble_functions = false # Disassemble functions during generation. dump_translated_hir_functions = false # dumps translated hir elide_e0_check = false # Eliminate e0 check on some memory accesses, like to r13(tls) or r1(sp) emit_mmio_aware_stores_for_recorded_exception_addresses = true # Uses info gathered via record_mmio_access_exceptions to emit special stores that are faster than trapping the exception emit_source_annotations = false # Add extra movs and nops to make disassembly easier to read. enable_early_precompilation = false # Enable pre-compiling guest functions that we know we've called/that we've recognized as being functions via simple heuristics, good for error finding/stress testing with the JIT full_optimization_even_with_debug = false # For developer use to analyze the quality of the generated code, not intended for actual debugging of the code ignore_trap_instructions = true # Generate no code for powerpc trap instructions, can result in better performance in games that aggressively check with trap. ignore_undefined_externs = true # Don't exit when an undefined extern is called. inline_loadclock = false # Directly read cached guest clock without calling the LoadClock method (it gets repeatedly updated by calls from other threads) inline_mmio_access = true # Inline constant MMIO loads and stores. load_module_map = "" # Loads a .map for symbol names and to diff with the generated symbol database. no_reserved_ops = false # For testing whether a game may have races with a broken reserved load/store impl no_round_to_single = false # Not for users, breaks games. Skip rounding double values to single precision and back permit_float_constant_evaluation = false # Allow float constant evaluation, may produce incorrect results and break games math pvr = 7407360 # Processor version and revision number. # Bits 0 to 15 are the version number. # Bits 16 to 31 are the revision number. # Note: Some XEXs (such as mfgbootlauncher.xex) may check for a value that's less than 0x710700. store_all_context_values = false # Don't strip dead context stores to aid in debugging. trace_function_coverage = false # Generate tracing for function instruction coverage statistics. trace_function_data = false # Generate tracing for function result data. trace_function_data_path = "" # File to write trace data to. trace_function_references = false # Generate tracing for function address references. trace_functions = false # Generate tracing for function statistics. use_fast_dot_product = false # Experimental optimization, much shorter sequence on dot products, treating inf as overflow instead of using mcxsrfour insn dotprod validate_hir = false # Perform validation checks on the HIR during compilation. writable_code_segments = false # Enables a program to write to its own code segments in memory. [Config] defaults_date = 2020123113 # Do not modify - internal version of the default values in the config, for seamless updates if default value of any option is changed. [Content] license_mask = -1 # Set license mask for activated content. # 0 = No licenses enabled. # 1 = First license enabled. Generally the full version license in # Xbox Live Arcade titles. # -1 or 0xFFFFFFFF = All possible licenses enabled. Generally a # bad idea, could lead to undefined behavior. [D3D12] d3d12_adapter = -1 # Index of the DXGI adapter to use. -1 for any physical adapter, -2 for WARP software rendering. d3d12_allow_variable_refresh_rate_and_tearing = true # In fullscreen, allow using variable refresh rate on displays supporting it. On displays not supporting VRR, screen tearing may occur in certain cases. d3d12_bindless = true # Use bindless resources where available - may improve performance, but may make debugging more complicated. d3d12_break_on_error = false # Break on Direct3D 12 validation errors. d3d12_break_on_warning = false # Break on Direct3D 12 validation warnings. d3d12_debug = false # Enable Direct3D 12 and DXGI debug layer. d3d12_dxbc_disasm = false # Disassemble DXBC shaders after generation. d3d12_dxbc_disasm_dxilconv = false # Disassemble DXBC shaders after conversion to DXIL, if DXIL shaders are supported by the OS, and DirectX Shader Compiler DLLs available at github.com/microsoft/DirectXShaderCompiler/releases are present. d3d12_nvapi_use_driver_heap_priorities = false # nvidia stuff d3d12_pipeline_creation_threads = -1 # Number of threads used for graphics pipeline creation. -1 to calculate automatically (75% of logical CPU cores), a positive number to specify the number of threads explicitly (up to the number of logical CPU cores), 0 to disable multithreaded pipeline creation. d3d12_queue_priority = 1 # Graphics (direct) command queue scheduling priority, 0 - normal, 1 - high, 2 - global realtime (requires administrator privileges, may impact system responsibility) d3d12_readback_memexport = false # Read data written by memory export in shaders on the CPU. This may be needed in some games (but many only access exported data on the GPU, and this flag isn't needed to handle such behavior), but causes mid-frame synchronization, so it has a huge performance impact. d3d12_readback_resolve = false # Read render-to-texture results on the CPU. This may be needed in some games, for instance, for screenshots in saved games, but causes mid-frame synchronization, so it has a huge performance impact. d3d12_submit_on_primary_buffer_end = true # Submit the command list when a PM4 primary buffer ends if it's possible to submit immediately to try to reduce frame latency. d3d12_tessellation_wireframe = false # Display tessellated surfaces as wireframe for debugging. d3d12_tiled_shared_memory = true # Enable tiled resources for shared memory emulation. Disabling them increases video memory usage - a 512 MB buffer is created - but allows graphics debuggers that don't support tiled resources to work. [Display] fullscreen = false # Whether to launch the emulator in fullscreen. host_present_from_non_ui_thread = true # Allow the GPU emulation thread to present the guest output to the host surface directly instead of requesting the UI thread to do so through the host window system. internal_display_resolution = 8 # Allow game that support different resolutions to be rendered in specific resolution. 0=640x480 # 1=6
@DylanHealy-xw2in4 ай бұрын
not to sound rude but the viewer discretion is advised thing is often used for real life graphic footage, not that there's anything about it. It's an M Rated game but i never seen that warning in video game content before.
@blazephamous74254 ай бұрын
What are your graphic options
@OverpoweredGamingYT4 ай бұрын
Just the resolution scale
@blazephamous74254 ай бұрын
@@OverpoweredGamingYT is it on older pcsx2 or pcsx2 nightly
@OverpoweredGamingYT4 ай бұрын
Nightly
@TallTapper5 ай бұрын
definitely a game
@WarmonkeyUK5 ай бұрын
Wey hey!
@unseededgamer37705 ай бұрын
In this game the player is a undercover cop.But the way he got beat up by the cops and swats in this game feels like a normal street racer.