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Just curious,about the partial crc level
#1
Can someone post some games names that work better while using Partial rather than Full...I often encounter games that work better by using Full and that's why I always keep it on full(regardless of what game I'm playing)
Even tho it says that partial is recommended for OGL
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#2
Which game run better on full ? And what do you mean by better? Faster or more accurate.
So far I know tri ace game are slow with stencil stuff (crc partial)
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#3
Asking that you made me starting checking some of my games and till now I found 9 problematic games(not crc related problems)while testing the latest beta.
Missing text,weird looking text,missing icons,freezing before playing a video,black screen(only the hud is visible)and so on...all of those problems don't exist on other pcsx2 rev I'm using since February this year

I'll try few more games and post the results later
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#4
Sad You're not the only one. So I definitively broke several things.
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#5
All Gust games - no problems with 705,and missing text/icons/dialogs with 708
Blood Will Tell - The black and white part of the game(beginning of the game)is not visible in hardware mode - works fine with 684 and not with 695

AI3(Atelier Iris 3 while using 708)
BWT - while using 695


Attached Files
.rar   snaps.rar (Size: 4,12 MB / Downloads: 30)
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#6
Thanks you I fixed the gust game regression. I'm working on BWT, it will be harder, it wrongly triggers a channel effect. I hope I can fix it.
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#7
I pushed a hack for BWT in a branch.

Here the list of games CRC disabled on the partial level
Code:
        // Depth
        lut[CRC::Bully] = GSC_Bully;
        lut[CRC::BullyCC] = GSC_BullyCC;
        lut[CRC::GodOfWar2] = GSC_GodOfWar2;
        lut[CRC::ICO] = GSC_ICO;
        lut[CRC::LordOfTheRingsTwoTowers] = GSC_LordOfTheRingsTwoTowers;
        lut[CRC::Okami] = GSC_Okami;
        lut[CRC::SimpsonsGame] = GSC_SimpsonsGame;
        lut[CRC::SuikodenTactics] = GSC_SuikodenTactics;
        lut[CRC::XE3] = GSC_XE3;

        // Not tested but must be fixed with texture shuffle
        lut[CRC::BigMuthaTruckers] = GSC_BigMuthaTruckers;
        lut[CRC::DemonStone] = GSC_DemonStone;
        lut[CRC::CrashNburn] = GSC_CrashNburn; // seem to be a basic depth effect
        lut[CRC::LegoBatman] = GSC_LegoBatman;
        lut[CRC::OnePieceGrandAdventure] = GSC_OnePieceGrandAdventure;
        lut[CRC::OnePieceGrandBattle] = GSC_OnePieceGrandBattle;
        lut[CRC::SFEX3] = GSC_SFEX3;
        lut[CRC::SpyroEternalNight] = GSC_SpyroEternalNight;
        lut[CRC::SpyroNewBeginning] = GSC_SpyroNewBeginning;
        lut[CRC::SonicUnleashed] = GSC_SonicUnleashed;
        lut[CRC::TenchuFS] = GSC_Tenchu;
        lut[CRC::TenchuWoH] = GSC_Tenchu;

        // Those games might requires accurate fbmask
        lut[CRC::Sly2] = GSC_Sly2;
        lut[CRC::Sly3] = GSC_Sly3;

        // Those games require accurate_colclip (perf)
        lut[CRC::CastlevaniaCoD] = GSC_Castlevania;
        lut[CRC::CastlevaniaLoI] = GSC_Castlevania;
        lut[CRC::GodOfWar] = GSC_GodOfWar;

        // Those games emulate a stencil buffer with the alpha channel of the RT (Slow)
        lut[CRC::RadiataStories] = GSC_RadiataStories;
        lut[CRC::StarOcean3] = GSC_StarOcean3;
        lut[CRC::ValkyrieProfile2] = GSC_ValkyrieProfile2;

        // Deprecated hack could be removed (Cutie)
        lut[CRC::Grandia3] = GSC_Grandia3;

        // At least a part of the CRC is fixed with texture shuffle.
        // The status of post-processing effect is unknown
        lut[CRC::Black] = GSC_Black;

        // Channel Effect
        lut[CRC::DeathByDegreesTekkenNinaWilliams] = GSC_DeathByDegreesTekkenNinaWilliams;
        lut[CRC::GT3] = GSC_GT3;
        lut[CRC::GT4] = GSC_GT4;
        lut[CRC::GTConcept] = GSC_GTConcept;
        lut[CRC::JamesBondEverythingOrNothing] = GSC_JamesBondEverythingOrNothing;
        lut[CRC::MetalGearSolid3] = GSC_MetalGearSolid3; // + accurate blending
        lut[CRC::SkyGunner] = GSC_SkyGunner;
        lut[CRC::StarWarsBattlefront2] = GSC_StarWarsBattlefront2;
        lut[CRC::StarWarsBattlefront] = GSC_StarWarsBattlefront;
        lut[CRC::TouristTrophy] = GSC_TouristTrophy;

The partial level still contains lots of CRC hack. Potentially severals of them could be moved to the full level.
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#8
(05-06-2016, 10:05 AM)gregory Wrote: Which game run better on full ? And what do you mean by better? Faster or more accurate.
So far I know tri ace game are slow with stencil stuff (crc partial)

that is understatement  full is needed vp2 or it 25fps atlest on my system that stencil stuff is evil, I general have it off in opengl  unless i need to to be on in away way
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#9
(05-06-2016, 10:05 PM)gregory Wrote: I pushed a hack for BWT in a branch.

You mean the latest beta in the buildbot or something else.if it's the first,then it's still black screen
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#10
(05-07-2016, 01:05 AM)tsunami2311 Wrote: that is understatement  full is needed vp2 or it 25fps atlest on my system that stencil stuff is evil, I general have it off in opengl  unless i need to to be on in away way

Yes I know. The idea was to keep CRC in partial when they solve graphicals rendering. Maybe I will move back those games to partial level. The best will be to redo the texture cache rescaling to avoid this performance hit.

(05-07-2016, 05:15 AM)vsub Wrote: You mean the latest beta in the buildbot or something else.if it's the first,then it's still black screen
Not in buildbot but in git branch https://ci.appveyor.com/api/buildjobs/9x...ppVeyor.7z
Hopefully code will be merged soon.
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