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It was running at 3X native. Sorry forgot to mention that.
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I think I get it. The PS2 might had deliberately used that little amount of misalignment to provide some sort of antialiasing or post processing meant for TVs as Bob said earlier, and upscaling the res in PCSX2 just multiplies that effect leading to noticeable rainbow effect / white lines.
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Rainbow effect is due to interpolation of the depth as color. Ideally we should disable interpolation for depth texture. But I think it will better to avoid the rescaling in the first place. It is a limitation of my depth implementation but it could be improved.
However I think there is something wrong with the hack. If I remember correctly GoW uses this effect.
* scale down by 2x the RT
* Reapply the smaller RT on top of the big RT with bi-linear interpolation.
The effect requires than 2n pass is done with a half-texel offset (due to the bi-linear interpolation).
When you apply scaling of 2x, you apply a linear transformation of 2x on all sizes. So if you have a texture of size 500, the GPU texture will be 1000. Which is equivalent to a texture with pixels that are 2 times smaller. Unfortunately the effect isn't linear, it requires a half-texel offset.
Without the hack, the 0.5 GS texel will become a 0.5*2 = 1 GPU texel. It is bad we need a half-texel offset not 1. So ghosting
With the hack, 0.5 GS texel is removed (IIRC). So it will become (0.5-0.5)*2 = 0 GPU texel. Bad again the effect will likely create a small overlay. It would be more like the PS2, if only a 0.25 GS texel were removed. But the main issue remains, how to detect rendering that need a non-linear scaling operation...
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I had issue with floors that doesn't appeared and just ended up with reflections so i had to play the game in software mode.
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i fixed using agressive CRC.
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This should be retested with the new HPO hack. I don't own this game unfortunately.