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Only software mode will work properly. Try setting Extra SW rendering threads to something bigger than 0, like 2 or 3 (depending on the cores your CPU has)
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08-10-2015, 11:51 AM
(This post was last modified: 08-10-2015, 11:53 AM by vsub.)
It's been so long ago the last time I played this game and I can't find that monster(I didn't even remember where Farebury is until I use google)but in the monsters list,that monster(and any other that I have in that family)is completely visible no matter what I try.
DX9\11\OGL SW\HW
Edit:Even with HD4600
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08-16-2015, 02:14 AM
(This post was last modified: 08-16-2015, 02:16 AM by tsunami2311.)
Current git
OpenGL HW 3x
CRC=None
that shows fine.
DX11 much of the same other then the whole Nvidia DX11 driver bug that currently has Texture bug cause textures to flash black. The shadows are also fix with HW Depth addition in both Opengl/DX11
Im thinking that is old build maybe intel gpu?
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08-16-2015, 03:19 AM
(This post was last modified: 08-16-2015, 03:26 AM by tsunami2311.)
You dont need skipdraw shadows work fine in dx11/opengl,
dont need spritehack or round sprite either
you dont need any hw hacks for dq8 for it to run and look correct
DX11
3x
TF=full
Opengl
3x
TF=full
Hw depth
crc=non
Image is fine and show proper so does shadows
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08-16-2015, 05:30 AM
(This post was last modified: 08-16-2015, 05:37 AM by tsunami2311.)
"using Sprite and Round Sprite Hacks to clean up 2D menus when upscaling."
Also make menu jaggy and ugly, I rather have the marks still there, then have TF be disabled cause it is disable with either of those 2 hacks used, to each his own i guess
DX11 should have shadows with out skip draw as it was working both opengl/dx11 when it was first introduced a month or so ago, must be some regression.
Either way DX11 and Opengl both show firesprite,The black in DX11 pic is due to another driver bug nvidia introduce in DX11 that effect gsdx when scaling is used.
And why are you not using opengl is has better compatibility then dx11 at this point
Using GSdx32-SSE4 here