Posts: 3.031
Threads: 4
Joined: Aug 2015
Reputation:
134
Does it crash at the start of a race or elsewhere?
Posts: 6.069
Threads: 68
Joined: May 2010
Reputation:
167
Location: Grenoble, France
Opengl doesn't handle memory allocation properly. When gpu memory is full the game crash. Use a smaller upscaling.
Posts: 142
Threads: 7
Joined: Sep 2009
Reputation:
2
in old days GT 4 had crash issue unless "progressive scaling 480p" was selected under options.it might still be same thing with ogl now?
Posts: 5.076
Threads: 18
Joined: Oct 2010
Reputation:
154
3x native is not much though while 2gb rather sound confident. Maybe the ogl settings affect the ram usage? Tried disabling depth and reducing blending accuracy?
Posts: 6.069
Threads: 68
Joined: May 2010
Reputation:
167
Location: Grenoble, France
Yes good point depth can explain some extra memory requirement. Otherwise trust me 3x can kill a 2GB gpu on some situation. Due to gsdx bug we might creates various useless framebuffer. At 3x a fb is 9x1024x1280x4 MB (depth is 2 time bigger), so around 40~50MB. It is fine we have only a couple of them but the number can quickly increase. (Even at 2x actually)
Posts: 63
Threads: 6
Joined: Jul 2015
Reputation:
0
Issues resolved by using custom resolution but it is very unusually.
Let me explain ...
In OpenGL mode If pcsx2 use the default 3xnative from the drop down menu it will crash the pcsx2 during in game.
BUT when use pcsx2 custom resolution of 3x or even 3.5x native it didn't crash at all.
Anyone can explain ?
Posts: 5.076
Threads: 18
Joined: Oct 2010
Reputation:
154
Which custom resolution did you use?
The most obvious explanation would be that some effects are not properly emulated using custom resolution but I don't know.
Have you tried ogl with higher crc level (as full or aggressive)
Posts: 6.069
Threads: 68
Joined: May 2010
Reputation:
167
Location: Grenoble, France
Custom resolution reduce the size of the buffer so it requires less memory. But game might draw outside of it.