GSDX: Mipmapping -  [Bug Report] Evergrace[NTSC-U]
PCSX2 version: 1.5.0-dev-2010
EE/IOP/VU: Default ,Manual Game fixes enabled : Switch to GSdx software rendering when an FMV plays, Widescreen Hack enabled.
Plugins Used: GSdx 1.1.0[GSdx32-AVX2] - OpenGL Hardware - internal resolution 3x Native, Mipmapping : Full, Blending Unit Accuracy : High, Hacks: Unscale Point and Line,Align Sprite ,Merge Sprite, Wild Arms Offset, Half Pixel Offset Special(Texture) /OpenGL Software
Various mipmapping issues even at full mipmapping in the hardware renderer.


The mipmapping on ground straight up doesn't work in HW renderer. The textures in the distance are supposed to have a lot less detail than they do in it.


The sun rays require mipmapping to be enabled to even render. In HW mode they vanish abruptly instead of fading out as they do in the SW mode.


A similar problem exists with the save crystal swirl.

2.1 Pixel tall line of corrupt graphics at the bottom of FMVs in Hardware renderer. Not really exclusive to this game but I found it weird that the problem exists even with all hacks disabled and at native resolution which is why I had to use the manual game fix.


3.This one is another problem not exclusive to this game. There is this weird flickering on certain objects in HW mode that is different from the SW one. I'll see if I can get a video of it.

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Here is a recording of the SW renderer

And here is one of the HW renderer at 3x Native resolution

The flickering exists in the SW renderer but its very different from the one in the HW one even at native resolution.
Yes mipmapping isn't fully implemented in HW (even full mode).
Can you provide a gsdump of the issue?
CPU: I7-4770 3.9GHZ
Motherboard: Asrock B85M - DGS
RAM: Hyper X Savage 2x8GB 1.6GHZ CL9
OS: Windows 10 Pro 64bit

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