10-18-2009, 12:19 PM
Game: Tales of the Abyss
Info: PCSX2 r1888 public beta, GSdx SSSE3 DX9 & DX10-Hardware modes
Windowed @ 640x480 and 4:3
Using double internal resolution (1024x896) but is present on all but native mode.
NOT using the pixoff_x or pixoff_y in the GSdx.ini
I did notice the other posts about the improperly placed bloom effect, which is also how I learned of the pixoff ini setting.
While getting a value to use I discovered that the bloom changes position randomly(?) upon reloading the game (press esc>Execute). You don't even have to change a single thing to find a new positioned bloom when you reload.
If it happens to get the correct location, it will only be temporary. This leads me to believe there is a bug with the plug in causing it to change the position at the last moment, becuase it DOES calculate the correct location every now and then. Unfortunetly this is just temporary and changes when the game tells the plugin to recalculate the effect.
There is also stretching that happens to these bloom effects.
Any bloom effect, that would appear on software mode, at the bottom and/or right sides of the will get stretched. If near the bottom, they get stretched vertically, and if near the right its horizontally.
On my 640x480 window the stretching always happens on the 3rd pixel, row or column, from the edge of the screen. Any bloom effect on the first or second pixel row or column from the edge are not stretched.
In the horizontal stretching image below, the bloom SHOULD appear on top of the lamp. The 3rd pixel column on the lamp is the same area the bloom is getting stretched in.
*As a test, I temporarily used and increased the offset a bit via pixoff_x. This just increased the distance of the stretch and not where it starts if the bloom was in the correct location*
Heres a few shots I took from just reloading the game. Didn't bother uploading the many different positions of the bloom, as all but one were in the wrong location. Left screen is the correct location for the bloom, while the other two are wrong.
[Image: correctr.th.jpg][Image: wrong01w.th.jpg][Image: wrong02.th.jpg]
Here's two shots of the stretching.
Internal resolution is 4096x4096, with the higher quality bloom, makes it easy to locate where the stretching starts and stops.
[Image: stretchingbottom.th.jpg][Image: stretchingright.th.jpg]
I would take screens of other games, but I have no others that have this problem. Possibly Star Ocean 3, but the disk is waaaay to scratched to make a useable iso out of it.
Now, my question is, which is the bug? The improperly placed blooms, or the randomly correctly placed ones?
Info: PCSX2 r1888 public beta, GSdx SSSE3 DX9 & DX10-Hardware modes
Windowed @ 640x480 and 4:3
Using double internal resolution (1024x896) but is present on all but native mode.
NOT using the pixoff_x or pixoff_y in the GSdx.ini
I did notice the other posts about the improperly placed bloom effect, which is also how I learned of the pixoff ini setting.
While getting a value to use I discovered that the bloom changes position randomly(?) upon reloading the game (press esc>Execute). You don't even have to change a single thing to find a new positioned bloom when you reload.
If it happens to get the correct location, it will only be temporary. This leads me to believe there is a bug with the plug in causing it to change the position at the last moment, becuase it DOES calculate the correct location every now and then. Unfortunetly this is just temporary and changes when the game tells the plugin to recalculate the effect.
There is also stretching that happens to these bloom effects.
Any bloom effect, that would appear on software mode, at the bottom and/or right sides of the will get stretched. If near the bottom, they get stretched vertically, and if near the right its horizontally.
On my 640x480 window the stretching always happens on the 3rd pixel, row or column, from the edge of the screen. Any bloom effect on the first or second pixel row or column from the edge are not stretched.
In the horizontal stretching image below, the bloom SHOULD appear on top of the lamp. The 3rd pixel column on the lamp is the same area the bloom is getting stretched in.
*As a test, I temporarily used and increased the offset a bit via pixoff_x. This just increased the distance of the stretch and not where it starts if the bloom was in the correct location*
Heres a few shots I took from just reloading the game. Didn't bother uploading the many different positions of the bloom, as all but one were in the wrong location. Left screen is the correct location for the bloom, while the other two are wrong.
[Image: correctr.th.jpg][Image: wrong01w.th.jpg][Image: wrong02.th.jpg]
Here's two shots of the stretching.
Internal resolution is 4096x4096, with the higher quality bloom, makes it easy to locate where the stretching starts and stops.
[Image: stretchingbottom.th.jpg][Image: stretchingright.th.jpg]
I would take screens of other games, but I have no others that have this problem. Possibly Star Ocean 3, but the disk is waaaay to scratched to make a useable iso out of it.
Now, my question is, which is the bug? The improperly placed blooms, or the randomly correctly placed ones?