il post u some screenshots in no time
ok here are some Shots in my opinion they are ok (softwaremode)
http://imgur.com/a/l8zFM
ok here are some Shots in my opinion they are ok (softwaremode)
http://imgur.com/a/l8zFM
GS - Hardware mode: [Bug report] Splashdown 2
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il post u some screenshots in no time
ok here are some Shots in my opinion they are ok (softwaremode) http://imgur.com/a/l8zFM
try putting the VU clamping to full or fiddling with the rounding modes, if that doesn't help, put it back to default and try the "VU XGKick Hack" under the gamefixes.
no change but thx anyways
03-14-2016, 03:54 PM
tryed all no change
03-14-2016, 06:46 PM
Hum, was the GS dump taken from the HW or the SW renderer?
03-14-2016, 08:16 PM
03-15-2016, 10:42 AM
Yes goes to a screen that you know is bad in HW mode. And do a gs dump from the SW renderer. If the replay is correct, it is likely a depth access from the EE (such as nocturne game).
03-15-2016, 05:26 PM
(03-15-2016, 10:42 AM)gregory Wrote: Yes goes to a screen that you know is bad in HW mode. And do a gs dump from the SW renderer. If the replay is correct, it is likely a depth access from the EE (such as nocturne game). Heres the dump: http://www.file-upload.net/download-1139...w.rar.html
03-15-2016, 09:51 PM
The strip are due to texture color shuffling. It is supporting on openGL.
There are bug on the side of the framebuffer in upscaled resolution Code: Type:Error ID:7984 Severity:Mid Message:ERROR: RT height is too small only 1024 but require 2048 And even if native got a buffer big enough, I suspect the draw is done in a separate buffer (because the standard RT is overflowed).
03-15-2016, 10:48 PM
And the remaining issue is related to width of the buffer.
Code: FRAME Code: TEX0 |
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