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[Bug Report] Band Hero [NTSC] GS Asserts
#1
PC Specs:
OS: Windows 10 64-bit
CPU: Intel Core i5-4460 @ 3.2GHz
GPU: Nvidia GTX 970 4GB

Build Description: PCSX2 1.5.0 dbg (compiled on May 31 2016)
GSdx32-SSE2-dbg.dll
LilyPad-dbg.dll
cdvdGigaherz-dbg.dll
SPU2-X-dbg.dll
USA v02.00 Console

EE/VU Clamp modes: Normal/Normal
EE/VU Rounding: Chop/Chop

I compiled a debug build in VS 2015 to try and see what was wrong with Band Hero. These 2 assertions have popped up, so hopefully this can help us resolve the depth issues that occur in this game. Smile

Here is the VS log: http://pastebin.com/Q0fab91U

For more info, refer to the compatibility report
Code:
Assertion failed!

Program: ...ments\GitHub\pcsx2\bin\plugins\GSdx32-SSE2-dbg.dll
File: GSTextureCache.cpp
Line: 115

Expression: GSLocalMemory::m_psm[t->m_TEX0.PSM].depth

Code:
Program: ...ments\GitHub\pcsx2\bin\plugins\GSdx32-SSE2-dbg.dll
File: GSRendererOGL.cpp
Line: 1047

Expression: !(psm.depth && m_vt.IsLinear())
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#2
Do the effects look correct on depth? just to be sure it isn't 2 old asserts
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#3
I'm not sure what you're asking. Are you asking if the effects render correctly on OGL renderer with depth enabled?
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#4
(06-03-2016, 07:52 PM)CK1 Wrote: I'm not sure what you're asking. Are you asking if the effects render correctly on OGL renderer with depth enabled?

yes
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#5
(06-03-2016, 08:29 PM)refraction Wrote: yes

Unfortunately, they don't render correctly in OGL HW or any other HW renderer.

OGL SW has no problems or asserts unless blending is set to "None"  - which then would cause the 2nd assert from above to trigger repeatedly
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