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Show new changes starting from 02:50, 21 January 2022
   
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21 January 2022

 m   00:17  Immortal: Unchained‎‎ (2 changes | history) . . (-6). . [Ancient paradise‎ (2×)]
 m    00:17 (cur | prev) . . (-3). . Ancient paradise (talk | contribs) (Input)
 m    00:16 (cur | prev) . . (-3). . Ancient paradise (talk | contribs) (Input)

19 January 2022

 m   20:12  Windows‎ (diff | hist) . . (-8). . Aemony (talk | contribs) (Fullscreen optimizations: fixed earlier versions ref link)

17 January 2022

     14:37  Immortal: Unchained‎‎ (9 changes | history) . . (+1,190). . [Ancient paradise‎ (9×)]
 m    14:37 (cur | prev) . . (+52). . Ancient paradise (talk | contribs) (I added the name of the engine that this game uses: Autodesk Stingray.)
      14:27 (cur | prev) . . (+297). . Ancient paradise (talk | contribs) (Input)
 m    14:07 (cur | prev) . . (+126). . Ancient paradise (talk | contribs) (Input)
 m    13:59 (cur | prev) . . (+63). . Ancient paradise (talk | contribs) (Input)
 m    13:54 (cur | prev) . . (+24). . Ancient paradise (talk | contribs) (Audio)
 m    13:47 (cur | prev) . . (-3). . Ancient paradise (talk | contribs) (API: - I mentioned that this has a 64-bit executable and it uses Direct3D 11.)
      13:45 (cur | prev) . . (+133). . Ancient paradise (talk | contribs) (Video: - I mentioned that game is better with TAA on, and mentioned the reason why some people would want to disable it.)
      13:41 (cur | prev) . . (+5). . Ancient paradise (talk | contribs) (Video: - I added list of frame-rates, and removed previous line because it's untrue. I tested by setting game to Windowed and disabling vsync, and it wasn't limited to my monitor's 60 Hz limit. It probably was written based on old version of game.)
      13:24 (cur | prev) . . (+493). . Ancient paradise (talk | contribs) (Video: - I added proof that this game includes Temporal Anti-Aliasing.)

15 January 2022

 m   18:10  Windows‎ (diff | hist) . . (0). . If and while (talk | contribs) (Force CPU affinity)