GSdx 1.0
#41
Killzone

Issue: Vertical Lines

Status: Stripes are gone (Texture Shuffling?), however there is only a box in the top left corner with the correct colour for most of the brighter parts. SW Mode looks right, but it eats memory then freaks out.

Screenshot of OpenGL only

Edit: Managed to get software mode picture, on the right


Attached Files Thumbnail(s)
       

.7z   killzone-lighting-gs.7z (Size: 3,37 MB / Downloads: 246)
[Image: ref-sig-anim.gif]

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#42
The Simpsons Game

Issue: Half screen problem
Status: Issue remains - Potentially outside of current scope (Getaway issue?)

Screenshots: (apologies, i somehow turned the camera around in the first two)

-OGL HW No Options
-OGL HW all new options, Colclip causes black mess
-OGL SW


Attached Files Thumbnail(s)
           

.7z   Simpsons-verticalhalf-gs.7z (Size: 1 MB / Downloads: 222)
[Image: ref-sig-anim.gif]

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#43
Silent Hill 2 Greatest Hits SLUS_202.28

Problems: Transition, pause and loading screens slide away (hardware), flashlight has spiky white thing (software), FMVs are broken when upscaled, DX9 misses shadows.

Fix: Transition and pause screens - none;

OpenGL, Hardware mode

   

OpenGL, Software mode

   

Flashlight is broken in software mode, but works in hardware (who would have thought, hey?). Affects both DX modes as well;

OpenGL, Software mode (broken one)

   

OpenGL, Hardware mode (proper one)

   

Videos only work in native resolution or in software mode. In hardware mode and native resolution they are offset to the bottom of the screen. Only software mode shows them properly.

I think the problem stems from the fact that they are interlaced and run at 60 fields per second, i.e. each field is unique.

OpenGL, Hardware mode, native resolution

   

OpenGL, Hardware mode, 2x Scale

   

OpenGL, Software mode

   

DX9 misses realtime shadows, they only work in DX11 and OGL modes.
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#44
Game: Shin megami tensei nocturne slus 20911

Issue: Dx11 crc none show transparent world, visible npc characters from textures, miss ligthing from sources example lights ceilings, ogl same behavior but missing character shadow.

Correct Effect: shadow character, light from sources (lights ceiling) .

CRC hack: dx11 hw crc minimum fixed but shadow character and ligth form sources is missing, ogl crc minimum,partial,aggressive seems broken not apply any crc hack same defects show.

Status:
DX11 hw with crc minimum fix transparency defect but missing character shadow and lighting from sources (example ceiling),ogl not apply any crc hack have defects after mentioned also ogl hw all options add broken shadow but untick accuracy_date fix the shadow (fixed), dx11/ogl sw show correct effects.

1 ogldepth hw all options on / crc none

[Image: WlI3LuM.jpg]

2 ogldepth sw all options on / crc none

[Image: eJutsvf.jpg]

shin megami tensei nocturne gs dump ogldepth hw all options
smtn gs.dump
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#45
Resident Evil 4 SLES_537.02

Problems:

Ghosting images in front of the player

They are limited to certain area of the screen and get overlapped by 3d objects. Issue is fixed by turning on OGL Depth, but then another problem pops up.

OpenGL, Hardware, Depth Off

   

OpenGL, Hardware, Depth On

   

OpenGL, Software

   

White lines in front of the player

There are 3 (could be more) parallel rows of white lines in front of the character. One line is white, the others are less prominent and visible only if there are 3d objects nearby the player. Nothing fixes them as far as I can say.

OpenGL, Hardware, Depth On

   

OpenGL, Software

   

OpenGL, Hardware, Depth On

   

OpenGL, Software

   

White outlines around 3d objects

Some 3d objects have white outlines around them. The outlines are not static and could disappear if the player moves away. Upscaling exacerbates the issue.

It seems the above issues have something to do with the fog (thanks, Captain Obvious).

OpenGL, Hardware, Depth Off

   

OpenGL, Hardware, Depth On

   

OpenGL, Software

   

What happens when the CRC hacks are set to partial and higher

Fog disappears completely, some glow effects get misaligned.

OpenGL, Hardware, CRC Hacks Full

   

OpenGL, Hardware, Depth Off

   

OpenGL, Hardware, Depth On

   

OpenGL, Software

   

Wrong brightness and/or contrast

Hardware mode has a bit higher brightness and/or contrast than the software one. There is no fix for this.

Speed impact: OGL Depth off - 70 fps; on - 45 fps;


DX11 looks just like OGL without activated depth option, DX9 doesn't render the fog at all.
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#46
Game: Haunting Ground
Issues:1- white hazy screen in most rooms but one so far with HW OGL depth
Notes:
1- HW OGL depth fixes almost everything (I think) in this game from broken door shadows, adds character shadows and panic effect and correct depth of field (focus?) in some rooms but adds the white hazy effect.
[Image: cmRUM0H.png]
the only room so far with no white hazy effect.
[Image: qXzgU7E.png]

2-please note that the room that doesn't have the white hazy effect is also the only room so far that has Depth of field (focus?) (see the books on the shelfs) so the white hazy effect could be related.
[Image: IEyktQk.png]
bugs:
1- when upscaled above native the characters shadows become somewhat glitchy but nothing major.

2- if switching from software to hardware and there is a light source in the image, the light source will remain fixed in that position until you switch from hardware to software and back with no light source in the picture.

I uploaded a dump when the white hazy effect is active, if you need a picture of other things I said or a dump please ask.
link to dump:
http://www.mediafire.com/download/5ps86a...-gsdump.7z
Summary: HW OGL depth fixes almost everything but adds a hazy effect.


Attached Files
.7z   HG-whitescreen-gsdump.7z (Size: 3,59 MB / Downloads: 236)
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#47
Game: Star ocean 3 dir cut slus 20488
Issue: Ogl broken shadows in npcs fixed, speed halved random in outdoors, battle transition have weird colored pixel in top left sometimes transition is missing, some times show pixel colored graphics upper screen or no effect transition to battle
CRC hack: crc full make stable 60fps the game, but characters and npc shadows is missing. disable accurate_date fix npc shadows
Status:
OpenGL HW with disable accurate_date show npc shadows but in weird transparency black/semi-black shadow, the main character also show this semi black/ black transparent shadow (in outdoors and battle ) but indoors is ok (only principal character), in parts with one main character shadow is missing only in indoors, speed hit is noticeable but near parts with lights and entry doors (tested all options on / off nothing changes) , in upscaling the characters and npc have weird shadow projection lines form character to floor; in ogl sw speed, graphics transitions and shadows is ok

1 ogl depth 3 hw all options on /crc none

[Image: t415lTu.jpg]

2 ogl depth 3 sw all options on /crc none

[Image: 9S3mMcP.jpg]

3 ogl depth 3 hw all options on except accurate_date=off / scaled 4x / crc none

[Image: wKkzwKq.jpg]

New Gs dump ogl hw all options on except accurate_date=off / native /crc none


.7z   sot3.7z (Size: 2,81 MB / Downloads: 265)
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#48
Gran Turismo 3 SCES_502.94

Old problems: smoke is visible trough cars; heat wave effect that appears during replays blurs the image; sun, light sources and light spots are not bright enough;

New problems: at least one track (Cote d'Azur) has a screen full of garbage, only the interface is visible; cars' reflections at night tracks show color garbage and blink like mad.

Fix:

Smoke and heat wave issues are fixed by OGL Depth;

Dim lights are fixed by filled Accurate blend (halves the performance);

Garbage screen in Cote d'Azur is fixed by HW Hacks set to partial, it also should be noted that OGL Depth and Accurate blend work with HW Hacks set to partial. Garbage does not appear before the race menu and during replays.

   

Garbage reflections on night tracks cannot be fixed, CRC hacks to Full doesn't help, OGL Depth and Accurate blend do not cause this issue. The build dated 05.23.15 renders reflections properly.

   

Scaling works fine with Heat wave effect. Overall, if it weren't for the garbage reflections, the game in hardware mode would look like in software one.

P.S: to clear the confusion, if there is any, all my tests were and are made in native mode.

P.S.2: forgot to mention: clamp mode should be set to none, otherwise there will be spike polygon syndrome and warped textures.
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#49
Gran Turismo 4 SCUS_973.28

Old problems: smoke clips trough cars; there is a garbage screen during races and in photo mode; in-race brightness is to low; sun is visible trough 3d objects; cars' interiors have black outlines; 480p mode doesn't work properly;

New problems: the in-race map has a faint black square around it;

Fix:

Just like in GT3, clipping smoke is fixed by OGL Depth.

Garbage screen only occurs when brightness is set to any other value that 0 (or if progressive scan is on), photo mode only works in software mode.

Low brightness is fixed by filled Accurate blend.

Faint black square around the map appears only if Accurate blend is filled. Not fixable, CRC hacks don't help.

   

Sun is visible trough 3d objects - not fixable, CRC hacks don't help.

   

Cars' interiors have black outlines - not fixable, CRC hacks don't help.

Found something weird: using OGL HW mode, when you are in 480i mode, the game has normal brightness, but light sources and light spots are darker than in SW mode. Filled Accurate blend fixes that. But when you are in 480p mode, in addition to light sources and light spots being dark, the whole image becomes darker. Once again, filled Accurate blend fixes that.

But I found another bug: when you turn on 480p mode, the screen continues to shake as if it was in interlaced mode. And you know what? GSdx actually thinks so! The status bar reads "interlaces (frame)", instead of "progressive (frame)". When you change the modes, it changes to progressive for a second, but momentary reverts to interlaced. Maybe it has something to do with the garbage screens, since they do not appear in 480i.

Overall, save for the above mentioned issues, the game in hardware mode looks just like in software one.
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#50
Ace Combat 4

Problems: the game uses mip-maping and because of it there are many graphical issues: aircrafts don't have textures and have black color instead, landscape has wrong or missing textures, explosions do not render; smoke trail from missiles clips through aircrafts, heat effect around nozzles doesn't render; choose the aircraft screen has 3d garbage;

Fix: the only issue that is fixable is the choose the aircraft screen - OGL depth removes 3d garbage, and now the screen works properly. All other problems remain intact.

OpenGL, Hardware, Depth off

   

OpenGL, Hardware, Depth on

   
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