Posts: 30.298
Threads: 16
Joined: Dec 2008
Reputation:
637
Location: 127.0.0.1
did you try with the mentioned revisions in your link ?
CPU : AMD Ryzen 7 3800X
Mobo : Asus PRIME B450-PLUS
GPU : NVIDIA GeForce RTX 3070
RAM : 16 Go
Posts: 7
Threads: 1
Joined: Jul 2014
Reputation:
0
Found the problem guys it seems the problem was the gsdx sse41 that was causing the problem and it fixed itself after I switched to gsdx ssse3. Well thanks for helping me guys, I noticed it after trying to run the r5745 svn build (which broke the cutscenes but ran well for the gameplay)
Posts: 314
Threads: 4
Joined: Sep 2012
Reputation:
9
Location: Corte
Gsdx is just a graphic thing man
Your problem was due to automatic fixes disabled I guess this thing was patched back in October
Posts: 5.076
Threads: 18
Joined: Oct 2010
Reputation:
154
Maybe it is already too late... but:
Can you reproduce that the gamefix is only applied with ssse3?
This would be quite unexpected.
Posts: 7
Threads: 1
Joined: Jul 2014
Reputation:
0
Btw the auto game fixes were on the entire time when the bug happens, and I think you can still go through the ground but that bug wasn't fixed yet as I heard
Posts: 7.766
Threads: 81
Joined: Jan 2009
Reputation:
82
Location: Indiana, USA
One thing I can suggest is trying to use interpreters and see if that fixes something.
Posts: 314
Threads: 4
Joined: Sep 2012
Reputation:
9
Location: Corte
@willkuer
SSSE3 is just gsdx instruction set. Gsdx = graphic output, as in image. But afaik mesh collision is calculated before rendering.
Gsdx version simply doesn't matter
@Laurentious
PAL? NTSC? which mission?