GS - Hardware mode: [Bug Report] Tomb Raider: Legend [PAL]
#1
# PCSX2 version: v1.2.1 and 1.4.0
# Plugins used: GSdx, SPU2-X, Lilypad, cddvdGigaherz,rest null plugins
# Plugin settings: mostly default, the game is being played at 4x resolution and 8x AA

PC specs:

- Win 8.1 64 bit
- 8GB DDR3 RAM
- Intel 3570k
- AMD Radeon 7950 OC (need more specs?)

-Description: in certain locations the screen gets filled with small monocolour squares which appear only in hardware mode as software mode isn't affected. I tried v.1.2.1 6 months ago and 1.4.0 now but the issues is still here. I also tried the game with a Lenovo laptop with which, although clearly with lower performance, I experienced the same issue in the same location.
The issue stops once you finish that location which could be a single corridor, an entire hall, etc.
I also tried playing with hacks, mtvu, etc. and switching from DX11 hardware to dx9 or OGL to no avail. I see no info about this issue and I don't even know the particular name, so I can't find a solution. Here is a GS dump:


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#2
Do you have the issue in SW mode if you disable mipmap support?
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#3
(01-12-2016, 07:36 PM)gregory Wrote: Do you have the issue in SW mode if you disable mipmap support?

No I haven't it Smile
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#4
Same issue - http://forums.pcsx2.net/Thread-GSDX-Tomb...#pid465230

Both Underworld and Legend suffer from it, but Underworld is broken far worse, where even software mode is glitchy.
AMD Ryzen 5 3600 @ 3.60~4.20 GHz | Corsair Vengeance LPX 32 GB (2x16GB) DDR4-3200
MSI GeForce GTX 1660 Super @ 6 GB | Samsung 980 1TB | Windows 10 Pro x64 (22H2)
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#5
Code:
bool GSC_TombRaiderLegend(const GSFrameInfo& fi, int& skip)
{
    if(skip == 0)
    {
        if(fi.TME && fi.FBP == 0x01000 && fi.FPSM == fi.TPSM && fi.TPSM == PSM_PSMCT32 && (fi.TBP0 == 0x2b60 ||fi.TBP0 == 0x2b80 || fi.TBP0 == 0x2E60 ||fi.TBP0 ==0x3020 ||fi.TBP0 == 0x3200 || fi.TBP0 == 0x3320))
        {
            skip = 1;
        }
        else if(fi.TPSM == PSM_PSMCT32 && (fi.TPSM | fi.FBP)==0x2fa0 && (fi.TBP0==0x2bc0 ) && fi.FBMSK ==0)  
        {
            skip = 2;
        }
        
        
    }// ||fi.TBP0 ==0x2F00

    return true;
}

bool GSC_TombRaiderUnderWorld(const GSFrameInfo& fi, int& skip)
{
    if(skip == 0)
    {
        if(fi.TME && fi.FBP == 0x01000 && fi.FPSM == fi.TPSM && fi.TPSM == PSM_PSMCT32 && (fi.TBP0 == 0x2B60 /*|| fi.TBP0 == 0x2EFF || fi.TBP0 ==0x2F00 || fi.TBP0 == 0x3020*/ || fi.TBP0 >= 0x2C01 && fi.TBP0!=0x3029 && fi.TBP0!=0x302d))
        {
            skip = 1;
        }
        else if(fi.TPSM == PSM_PSMCT32 && (fi.TPSM | fi.FBP)==0x2c00 && (fi.TBP0 ==0x0ee0) && fi.FBMSK ==0)  
        {
            skip = 2;
        }
        /*else if(fi.TPSM == PSM_PSMCT16 && (fi.TPSM | fi.FBP)>=0x0 && (fi.TBP0 >=0x0) && fi.FBMSK ==0)  
        {
            skip = 600;
        }*/
    }

    return true;
}
@gregory - Found hacks directly referencing both games in GSState.cpp

Maybe these aren't needed anymore?
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#6
Yes maybe it is working on openGL. I don't know what the hack does. If you can confirm me that removing hack break rendering on Dx but improve rendering on openGL I will gladly put them on the Dx level.
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