05-24-2018, 07:23 AM
(This post was last modified: 07-18-2018, 09:06 PM by lightningterror.)
[Bug Report] Star Ocean 3 (NTSC-U)
# PCSX2 version: PCSX2 1.5.0-dev-2381-gff3052935
# CPU options: EE/IOP defaults, VUs default settings.
# Speed hacks: Enable INTC Spin, mVU Flag Hack, Enable Wait Loop Detection, MTVU.
# Plugins used: GSdx 20180519084824 1.1.0 (hardware and software, dx11), SPU2-X rev 20180519084824 2.0.0
# Description: Battle transition effects are rendered incorrectly with the hardware rendering engine, but correctly and accurately appear normal in software render mode. What I suggest to get around it is implementing a hack similar to the Grandia 2 FMV hack, have the emulator switch between hardware to software to display the FMV for spell animations and so on, then switch back to hardware.
I did notice the option to enable large framebuffer, but didn't enable that. Star Ocean 3 is a fantastic game, but unfortunately, there hasn't been a viable solution to playing this properly at upscaled resolutions (well, you can count the PS4 version, and it does get that battle transition/texture cache effect right, but the game is very unstable on PS4, lots of crashes).
GS dump files attached below, along with screenshots:
Software render GS dump: https://drive.google.com/file/d/12hAxhhT...sp=sharing
Screenshot:
![[Image: GqAFvUe.png]](https://i.imgur.com/GqAFvUe.png)
Hardware render GS dump: https://drive.google.com/file/d/10WSxSTD...sp=sharing
Screenshot:
![[Image: k4jVgJX.png]](https://i.imgur.com/k4jVgJX.png)
Would enabling the large framebuffer resolve the framebuffer issues in this game? What about those black vertical lines when changing from screens/areas? I know we've discussed this particular quirk in the past, and I know it was low priority. If it can't be resolved, then can there be a compromise to doing it the way the Grandia 2 game hack does it by changing to software for a few seconds, then back to hardware? I know I've mentioned it a long time ago, and I apologize for bringing it up, but I figured I would report it better this time.
# PCSX2 version: PCSX2 1.5.0-dev-2381-gff3052935
# CPU options: EE/IOP defaults, VUs default settings.
# Speed hacks: Enable INTC Spin, mVU Flag Hack, Enable Wait Loop Detection, MTVU.
# Plugins used: GSdx 20180519084824 1.1.0 (hardware and software, dx11), SPU2-X rev 20180519084824 2.0.0
# Description: Battle transition effects are rendered incorrectly with the hardware rendering engine, but correctly and accurately appear normal in software render mode. What I suggest to get around it is implementing a hack similar to the Grandia 2 FMV hack, have the emulator switch between hardware to software to display the FMV for spell animations and so on, then switch back to hardware.
I did notice the option to enable large framebuffer, but didn't enable that. Star Ocean 3 is a fantastic game, but unfortunately, there hasn't been a viable solution to playing this properly at upscaled resolutions (well, you can count the PS4 version, and it does get that battle transition/texture cache effect right, but the game is very unstable on PS4, lots of crashes).
GS dump files attached below, along with screenshots:
Software render GS dump: https://drive.google.com/file/d/12hAxhhT...sp=sharing
Screenshot:
![[Image: GqAFvUe.png]](https://i.imgur.com/GqAFvUe.png)
Hardware render GS dump: https://drive.google.com/file/d/10WSxSTD...sp=sharing
Screenshot:
![[Image: k4jVgJX.png]](https://i.imgur.com/k4jVgJX.png)
Would enabling the large framebuffer resolve the framebuffer issues in this game? What about those black vertical lines when changing from screens/areas? I know we've discussed this particular quirk in the past, and I know it was low priority. If it can't be resolved, then can there be a compromise to doing it the way the Grandia 2 game hack does it by changing to software for a few seconds, then back to hardware? I know I've mentioned it a long time ago, and I apologize for bringing it up, but I figured I would report it better this time.
Custom Desktop
CPU: Haswell Core i7 4770 3.40 GHz (3.90 GHz w/ Turbo Boost)
CPU Instructions: MMX, SSE1, SSE2, SSE3, SSSE3, SSE4.1,
SSE4.2, EIST, iAMT2, Trusted Execution Technology (TXT)
OS: Windows 10 Home Edition 64-bit
RAM: 16 GB DDR3 SDRAM
HDD: 3 x 1 TB Western Digital HDD
Video: eVGA GeForce GTX 970 4 GB GDDR5
Audio: Realtek 5.1 HD Audio
CPU: Haswell Core i7 4770 3.40 GHz (3.90 GHz w/ Turbo Boost)
CPU Instructions: MMX, SSE1, SSE2, SSE3, SSSE3, SSE4.1,
SSE4.2, EIST, iAMT2, Trusted Execution Technology (TXT)
OS: Windows 10 Home Edition 64-bit
RAM: 16 GB DDR3 SDRAM
HDD: 3 x 1 TB Western Digital HDD
Video: eVGA GeForce GTX 970 4 GB GDDR5
Audio: Realtek 5.1 HD Audio