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Misaligned Glow - Ratchet and Clank 3
#1
Hi everyone, 

I would really appreciate some help on figuring out this problem I am having in Ratchet and Clank: Up Your Arsenal. Anything that seems to emit a glow seems to be offset and I can't seem to fix it. I have messed around with the renderer type, the rendering settings, the advanced settings and hacks and a few other options and just can't seem to get it right. I read that changing the Half-pixel offset would fix this, but I tried all of the options and none fixed it. The only solution I have found so far is changing the renderer to DX9, although that only seems to get rid of the glow (and shadows) entirely. Any advice would be awesome. Thanks

[Image: EIfkatK.png]
[Image: ejht8B0.png]
[Image: g5MQRhp.png]
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#2
Please post the contents of the emulog.txt file after the problem occurs. The file can be found in "My Documents\PCSX2\logs" for the installer version or in "PCSX2\logs" for the portable/binary version.

Please make sure to enclose your emulog in code tags like so (remove the empty space on the closing code tag!):
[code]
Pasted emulog goes here
[ /code]
CPU : I7 2600K Oc'ed @ 4.2Ghz
Mobo : Intel P67 southbridge
GPU : NVIDIA Geforce GTX 750 Ti
RAM : 6 Go
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#3
Code:
PCSX2 1.5.0-20180702225256 - compiled on Jul  2 2018
Savestate version: 0x9a0d0000

Host Machine Init:
Operating System =  Microsoft Windows 10 Home (build 17134), 64-bit
Physical RAM     =  16319 MB
CPU name         =  Intel(R) Core(TM) i7-8700K CPU @ 3.70GHz
Vendor/Model     =  GenuineIntel (stepping 0A)
CPU speed        =  3.695 ghz (12 logical threads)
x86PType         =  Standard OEM
x86Flags         =  bfebfbff 7ffafbff
x86EFlags        =  2c100000

x86 Features Detected:
SSE2.. SSE3.. SSSE3.. SSE4.1.. SSE4.2.. AVX.. AVX2.. FMA

Reserving memory for recompilers...

Loading plugins from C:\Users\hecti\Desktop\pcsx2-v1.5.0-dev-2432-gd73741c9b-windows-x86\plugins...
Bound   GS: GSdx32-AVX2.dll [GSdx 20180702225256 (MSVC 19.00 AVX2/AVX2) 1.1.0]
Bound  PAD: LilyPad.dll [LilyPad (20180702225256) 0.12.1]
(GameDB) 9623 games on record (loaded in 113ms)
Bound SPU2: Spu2-X.dll [SPU2-X 20180702225256 2.0.0]
Bound CDVD: cdvdGigaherz.dll [cdvdGigaherz 20180702225256 0.11.0]
Bound  USB: USBnull.dll [USBnull Driver 20180702225256 0.7.0]
Bound   FW: FWnull.dll [FWnull Driver 20180702225256 0.7.0]
Bound DEV9: DEV9null.dll [DEV9null Driver 20180702225256 0.5.0]
Plugins loaded successfully.

HLE Notice: ELF does not have a path.

Initializing plugins...
Init GS
Init PAD
Init SPU2
Init CDVD
Init USB
Init FW
Init DEV9
Plugins initialized successfully.

Patches: No CRC found, using 00000000 instead.
Opening plugins...
Opening GS
Opening PAD
Opening SPU2
Opening CDVD
isoFile open ok: D:\Users\Shane\Documents\PCSX2\PS2 Roms\Ratchet & Clank - Up Your Arsenal (USA) (En,Fr,Es).iso
Image type  = DVD
* CDVD Disk Open: DVD, Single layer or unknown:
* * Track 1: Data (Mode 1) (2138368 sectors)
Opening USB
Opening FW
Opening DEV9
3.x GL context successfully created
OpenGL information. GPU: GeForce GTX 1080/PCIe/SSE2. Vendor: NVIDIA Corporation. Driver: NVIDIA 398.36
INFO: GL_EXT_texture_filter_anisotropic is available
INFO: GL_ARB_gpu_shader5 is available
INFO: GL_ARB_viewport_array is available
INFO: GL_ARB_shader_image_load_store is available
INFO: GL_ARB_clear_texture is available
INFO: GL_ARB_direct_state_access is available
INFO: GL_ARB_texture_barrier is available
INFO: GL_ARB_get_texture_sub_image is available

Current Renderer: OpenGL (Hardware renderer)
Available VRAM/RAM:3840MB for textures
GSdx Lookup CRC:0
McdSlot 0 [File]: C:\Users\hecti\Desktop\pcsx2-v1.5.0-dev-2432-gd73741c9b-windows-x86\memcards\Mcd001.ps2
McdSlot 1 [File]: C:\Users\hecti\Desktop\pcsx2-v1.5.0-dev-2432-gd73741c9b-windows-x86\memcards\Mcd002.ps2
Plugins opened successfully.
EE/iR5900-32 Recompiler Reset
Bios Found: USA     v02.00(14/06/2004)  Console
BIOS rom1 module not found, skipping...
BIOS rom2 module not found, skipping...
BIOS erom module not found, skipping...
# Initialize memory (rev:3.70, ctm:196Mhz, cpuclk:147Mhz detected)

PlayStation 2 ======== Hard reset boot
ROMGEN=2004-0614, IOP info (CPUID=1f, CACH_CONFIG=0, 2MB, IOP mode)
<20040614-100909,ROMconf,PS20200AC20040614.bin:11696>
# Total accessable memory size: 32 MB (B:2:8:0) (370:2:7c30)
# TLB spad=0 kernel=1:12 default=13:30 extended=31:38
# Initialize Start.
# Initialize GS ...
# Initialize INTC ...
# Initialize TIMER ...
# Initialize DMAC ...
# Initialize VU1 ...
# Initialize VIF1 ...
# Initialize GIF ...
# Initialize VU0 ...
# Initialize VIF0 ...
# Initialize IPU ...
# Initialize FPU ...
# Initialize User Memory ...
# Initialize Scratch Pad ...
# Initialize Done.

EE DECI2 Manager version 0.06 Feb  6 2003 08:38:48
 CPUID=2e20, BoardID=0, ROMGEN=2004-0614, 32M

Patches: No CRC found, using 00000000 instead.
(SYSTEM.CNF) Detected PS2 Disc = cdrom0:\SCUS_973.53;1
(SYSTEM.CNF) Software version = 1.00
(SYSTEM.CNF) Disc region type = NTSC
ELF (cdrom0:\SCUS_973.53;1) Game CRC = 0x45FE0CC4, EntryPoint = 0x00800008
(SYSTEM.CNF) Detected PS2 Disc = cdrom0:\SCUS_973.53;1
(SYSTEM.CNF) Software version = 1.00
(SYSTEM.CNF) Disc region type = NTSC

IOP Realtime Kernel Ver.0.9.1
   Copyright 1999 (C) Sony Computer Entertainment Inc.
Reboot service module.(99/11/10)
cdvd driver module version 0.1.1 (C)SCEI
Load File service.(99/11/05)
Multi Threaded Fileio module.(99/11/15)
iop heap service (99/11/03)
loadelf: fname cdrom0:¥SCUS_973.53;1 secname all
loadelf version 3.30
Input ELF format filename = cdrom0:¥SCUS_973.53;1
0 00800000 000bb1fa ............
Loaded, cdrom0:¥SCUS_973.53;1
start address 0x800008
gp address 00000000
# Restart Without Memory Clear.
# Initialize GS ...
# Initialize INTC ...
# Initialize TIMER ...
# Initialize DMAC ...
# Initialize VU1 ...
# Initialize VIF1 ...
# Initialize GIF ...
# Initialize VU0 ...
# Initialize VIF0 ...
# Initialize IPU ...
# Initialize FPU ...
# Initialize Scratch Pad ...
# Restart Without Memory Clear Done.
Elf entry point @ 0x00800008 about to get recompiled. Load patches first.
GSdx Lookup CRC:45FE0CC4
(UpdateVSyncRate) Mode Changed to NTSC.
(UpdateVSyncRate) FPS Limit Changed : 59.94 fps
(Custom resolution) Framebuffer size set to 512x448 (6144x3136)
Saved 0 pixels overhead by disabling Large Framebuffer
Get Reboot Request From EE
ROM directory not found

PlayStation 2 ======== Update rebooting..

PlayStation 2 ======== Update reboot complete
cdvdman Init

IOP Realtime Kernel Ver. 2.2
   Copyright 1999-2002 (C) Sony Computer Entertainment Inc.
Reboot service module.(99/11/10)
cdvd driver module version 0.1.1 (C)SCEI
Load File service.(99/11/05)
Multi Threaded Fileio module.(99/11/15)
iop heap service (99/11/03)

==========================================================
989snd (c)2000-2003 Sony Computer Entertainment America
by Buzz Burrowes                               v3.1.4
                       (built Jun 22 2004 at 18:17:20)
                                        (pre-release 6)

NO MIDI VERSION! No MIDI, AME, or basic VAG sounds
                 (banks and streams only)

(build with sce library rev 2.8.0)
==========================================================
   Thread Priorities:
                        Sound Tick = 9
                          Main RPC = 58
                       Loading RPC = 59
                         Streaming = 60, 61, 62, 63
==========================================================

GuiMemoryMap::GuiMemoryMap(262144)

********** BEGIN: PARSING WIDGET3D'S CALLED ********

entry point = 33288364 and found 146 widgets.

********** END: FINISHED PARSING WIDGET3D's ********

GuiMemoryMap::GuiMemoryMap(262144)

********** BEGIN: PARSING WIDGET3D'S CALLED ********

entry point = 33288364 and found 146 widgets.

********** END: FINISHED PARSING WIDGET3D's ********

GuiMemoryMap::GuiMemoryMap(262144)

********** BEGIN: PARSING WIDGET3D'S CALLED ********

entry point = 33288364 and found 146 widgets.

********** END: FINISHED PARSING WIDGET3D's ********

Closing plugins...
Closing DEV9
Closing FW
Closing USB
Closing CDVD
Closing SPU2
Closing PAD
Closing GS
Delete 0 Shaders, 88 Programs, 28 Pipelines
Plugins closed successfully.
Opening plugins...
Opening GS
Opening PAD
Opening SPU2
3.x GL context successfully created
Opening CDVD
isoFile open ok: D:\Users\Shane\Documents\PCSX2\PS2 Roms\Ratchet & Clank - Up Your Arsenal (USA) (En,Fr,Es).iso
Image type  = DVD
* CDVD Disk Open: DVD, Single layer or unknown:
* * Track 1: Data (Mode 1) (2138368 sectors)
Opening USB
Opening FW
Opening DEV9
Current Renderer: OpenGL (Hardware renderer)
Available VRAM/RAM:3840MB for textures
GSdx Lookup CRC:45FE0CC4
McdSlot 0 [File]: C:\Users\hecti\Desktop\pcsx2-v1.5.0-dev-2432-gd73741c9b-windows-x86\memcards\Mcd001.ps2
McdSlot 1 [File]: C:\Users\hecti\Desktop\pcsx2-v1.5.0-dev-2432-gd73741c9b-windows-x86\memcards\Mcd002.ps2
Plugins opened successfully.
EE/iR5900-32 Recompiler Reset
EE/iR5900-32 Recompiler Reset
EE/iR5900-32 Recompiler Reset
EE/iR5900-32 Recompiler Reset
EE/iR5900-32 Recompiler Reset
GuiMemoryMap::GuiMemoryMap(262144)

********** BEGIN: PARSING WIDGET3D'S CALLED ********

entry point = 33288364 and found 146 widgets.

********** END: FINISHED PARSING WIDGET3D's ********

GuiMemoryMap::GuiMemoryMap(262144)

********** BEGIN: PARSING WIDGET3D'S CALLED ********

entry point = 33288364 and found 146 widgets.

********** END: FINISHED PARSING WIDGET3D's ********

GuiMemoryMap::GuiMemoryMap(262144)

********** BEGIN: PARSING WIDGET3D'S CALLED ********

entry point = 33288364 and found 146 widgets.

********** END: FINISHED PARSING WIDGET3D's ********

GuiMemoryMap::GuiMemoryMap(262144)

********** BEGIN: PARSING WIDGET3D'S CALLED ********

entry point = 33288364 and found 146 widgets.

********** END: FINISHED PARSING WIDGET3D's ********

EE/iR5900-32 Recompiler Reset
Suspending single plugin: GS
Saving GS
Closing GS
Delete 0 Shaders, 104 Programs, 28 Pipelines
Recovering single plugin: GS
Opening GS
3.x GL context successfully created
Current Renderer: OpenGL (Hardware renderer)
Available VRAM/RAM:3840MB for textures
GSdx Lookup CRC:45FE0CC4
Loading GS
(Custom resolution) Framebuffer size set to 512x448 (6144x3136)
Saved 0 pixels overhead by disabling Large Framebuffer
Suspending single plugin: GS
Saving GS
Closing GS
Delete 0 Shaders, 61 Programs, 28 Pipelines
Recovering single plugin: GS
Opening GS
3.x GL context successfully created
Current Renderer: OpenGL (Hardware renderer)
Available VRAM/RAM:3840MB for textures
GSdx Lookup CRC:45FE0CC4
Loading GS
(Custom resolution) Framebuffer size set to 512x448 (6144x3136)
Saved 0 pixels overhead by disabling Large Framebuffer
Suspending single plugin: GS
Saving GS
Closing GS
Delete 0 Shaders, 61 Programs, 28 Pipelines
Recovering single plugin: GS
Opening GS
3.x GL context successfully created
Current Renderer: OpenGL (Hardware renderer)
Available VRAM/RAM:3840MB for textures
GSdx Lookup CRC:45FE0CC4
Loading GS
(Custom resolution) Framebuffer size set to 512x448 (6144x3136)
Saved 0 pixels overhead by disabling Large Framebuffer
Suspending single plugin: GS
Saving GS
Closing GS
Delete 0 Shaders, 61 Programs, 28 Pipelines
Recovering single plugin: GS
Opening GS
3.x GL context successfully created
Current Renderer: OpenGL (Hardware renderer)
Available VRAM/RAM:3840MB for textures
GSdx Lookup CRC:45FE0CC4
Loading GS
(Custom resolution) Framebuffer size set to 512x448 (6144x3136)
Saved 0 pixels overhead by disabling Large Framebuffer
Suspending single plugin: GS
Saving GS
Closing GS
Delete 0 Shaders, 61 Programs, 28 Pipelines
Recovering single plugin: GS
Opening GS
Current Renderer: Direct3D 11 (Hardware renderer)
GSdx Lookup CRC:45FE0CC4
Loading GS
(Custom resolution) Framebuffer size set to 512x448 (6144x3136)
Saved 0 pixels overhead by disabling Large Framebuffer
Suspending single plugin: GS
Saving GS
Closing GS
Recovering single plugin: GS
Opening GS
3.x GL context successfully created
Current Renderer: OpenGL (Hardware renderer)
Available VRAM/RAM:3840MB for textures
GSdx Lookup CRC:45FE0CC4
Loading GS
(Custom resolution) Framebuffer size set to 512x448 (6144x3136)
Additional 0 pixels overhead by enabling Large Framebuffer
Suspending single plugin: GS
Saving GS
Closing GS
Delete 0 Shaders, 63 Programs, 28 Pipelines
Recovering single plugin: GS
Opening GS
3.x GL context successfully created
Current Renderer: OpenGL (Hardware renderer)
Available VRAM/RAM:3840MB for textures
GSdx Lookup CRC:45FE0CC4
Loading GS
(Custom resolution) Framebuffer size set to 512x448 (6144x3136)
Saved 0 pixels overhead by disabling Large Framebuffer
Suspending single plugin: GS
Saving GS
Closing GS
Delete 0 Shaders, 61 Programs, 28 Pipelines
Recovering single plugin: GS
Opening GS
3.x GL context successfully created
Current Renderer: OpenGL (Hardware renderer)
Available VRAM/RAM:3840MB for textures
GSdx Lookup CRC:45FE0CC4
Loading GS
(Custom resolution) Framebuffer size set to 512x448 (6144x3136)
Saved 0 pixels overhead by disabling Large Framebuffer
Suspending single plugin: GS
Saving GS
Closing GS
Delete 0 Shaders, 57 Programs, 28 Pipelines
Recovering single plugin: GS
Opening GS
3.x GL context successfully created
Current Renderer: OpenGL (Hardware renderer)
Available VRAM/RAM:3840MB for textures
GSdx Lookup CRC:45FE0CC4
Loading GS
(Custom resolution) Framebuffer size set to 512x448 (6144x3136)
Saved 0 pixels overhead by disabling Large Framebuffer
Suspending single plugin: GS
Saving GS
Closing GS
Delete 0 Shaders, 59 Programs, 28 Pipelines
Recovering single plugin: GS
Opening GS
3.x GL context successfully created
Current Renderer: OpenGL (Hardware renderer)
Available VRAM/RAM:3840MB for textures
GSdx Lookup CRC:45FE0CC4
Loading GS
(Custom resolution) Framebuffer size set to 512x448 (6144x3136)
Saved 0 pixels overhead by disabling Large Framebuffer
Suspending single plugin: GS
Saving GS
Closing GS
Delete 0 Shaders, 83 Programs, 28 Pipelines
Recovering single plugin: GS
Opening GS
3.x GL context successfully created
Current Renderer: OpenGL (Hardware renderer)
Available VRAM/RAM:3840MB for textures
GSdx Lookup CRC:45FE0CC4
Loading GS
(Custom resolution) Framebuffer size set to 512x448 (6144x3136)
Saved 0 pixels overhead by disabling Large Framebuffer
EE/iR5900-32 Recompiler Reset
Suspending single plugin: GS
Saving GS
Closing GS
Delete 0 Shaders, 40 Programs, 28 Pipelines
Recovering single plugin: GS
Opening GS
3.x GL context successfully created
Current Renderer: OpenGL (Hardware renderer)
Available VRAM/RAM:3840MB for textures
GSdx Lookup CRC:45FE0CC4
Loading GS
(Custom resolution) Framebuffer size set to 512x448 (6144x3136)
Saved 0 pixels overhead by disabling Large Framebuffer
Suspending single plugin: GS
Saving GS
Closing GS
Delete 0 Shaders, 61 Programs, 28 Pipelines
Recovering single plugin: GS
Opening GS
3.x GL context successfully created
Current Renderer: OpenGL (Hardware renderer)
Available VRAM/RAM:3840MB for textures
GSdx Lookup CRC:45FE0CC4
Loading GS
(Custom resolution) Framebuffer size set to 512x448 (6144x3136)
Saved 0 pixels overhead by disabling Large Framebuffer
Suspending single plugin: GS
Saving GS
Closing GS
Delete 0 Shaders, 40 Programs, 28 Pipelines
Recovering single plugin: GS
Opening GS
3.x GL context successfully created
Current Renderer: OpenGL (Hardware renderer)
Available VRAM/RAM:3840MB for textures
GSdx Lookup CRC:45FE0CC4
Loading GS
(Custom resolution) Framebuffer size set to 512x448 (6144x3136)
Saved 0 pixels overhead by disabling Large Framebuffer
EE/iR5900-32 Recompiler Reset
Suspending single plugin: GS
Saving GS
Closing GS
Delete 0 Shaders, 60 Programs, 28 Pipelines
Recovering single plugin: GS
Opening GS
3.x GL context successfully created
Current Renderer: OpenGL (Hardware renderer)
Available VRAM/RAM:3840MB for textures
GSdx Lookup CRC:45FE0CC4
Loading GS
(Custom resolution) Framebuffer size set to 512x448 (6144x3136)
Saved 0 pixels overhead by disabling Large Framebuffer
EE/iR5900-32 Recompiler Reset
Suspending single plugin: GS
Saving GS
Closing GS
Delete 0 Shaders, 40 Programs, 28 Pipelines
Recovering single plugin: GS
Opening GS
3.x GL context successfully created
Current Renderer: OpenGL (Hardware renderer)
Available VRAM/RAM:3840MB for textures
GSdx Lookup CRC:45FE0CC4
Loading GS
Frame buffer size set to  512x512 (3072x3072)
Suspending single plugin: GS
Saving GS
Closing GS
Delete 0 Shaders, 65 Programs, 28 Pipelines
Recovering single plugin: GS
Opening GS
3.x GL context successfully created
Current Renderer: OpenGL (Hardware renderer)
Available VRAM/RAM:3840MB for textures
GSdx Lookup CRC:45FE0CC4
Loading GS
(Custom resolution) Framebuffer size set to 512x448 (6144x3136)
Saved 0 pixels overhead by disabling Large Framebuffer
Suspending single plugin: GS
Saving GS
Closing GS
Delete 0 Shaders, 70 Programs, 28 Pipelines
Recovering single plugin: GS
Opening GS
Current Renderer: Direct3D 11 (Hardware renderer)
GSdx Lookup CRC:45FE0CC4
Loading GS
(Custom resolution) Framebuffer size set to 512x448 (6144x3136)
Saved 0 pixels overhead by disabling Large Framebuffer
Suspending single plugin: GS
Saving GS
Closing GS
Recovering single plugin: GS
Opening GS
Current Renderer: Direct3D 11 (Hardware renderer)
GSdx Lookup CRC:45FE0CC4
Loading GS
(Custom resolution) Framebuffer size set to 512x448 (6144x3136)
Saved 0 pixels overhead by disabling Large Framebuffer
Suspending single plugin: GS
Saving GS
Closing GS
Recovering single plugin: GS
Opening GS
Current Renderer: Direct3D 11 (Hardware renderer)
GSdx Lookup CRC:45FE0CC4
Loading GS
(Custom resolution) Framebuffer size set to 512x448 (6144x3136)
Saved 0 pixels overhead by disabling Large Framebuffer
Suspending single plugin: GS
Saving GS
Closing GS
Recovering single plugin: GS
Opening GS
3.x GL context successfully created
Current Renderer: OpenGL (Software renderer)
Memory mapping failed after 5 attempts, aborting. WIN API ERROR:487
Available VRAM/RAM:3840MB for textures
GSdx Lookup C Loading GS
RC:45FE0CC4
Suspending single plugin: GS
Saving GS
Closing GS
Delete 0 Shaders, 34 Programs, 28 Pipelines
Recovering single plugin: GS
Opening GS
Current Renderer: Direct3D 9 (Hardware renderer)
NVIDIA GeForce GTX 1080 (24.21.13.9836)
GSdx Lookup CRC:45FE0CC4
Loading GS
(Custom resolution) Framebuffer size set to 512x448 (6144x3136)
Saved 0 pixels overhead by disabling Large Framebuffer
Impossible blend for D3D: (Cd - Cs) * As + Cd
Impossible blend for D3D: (Cd - Cs) * As + Cd
Suspending single plugin: GS
Saving GS
Closing GS
Recovering single plugin: GS
Opening GS
Current Renderer: Direct3D 9 (Hardware renderer)
NVIDIA GeForce GTX 1080 (24.21.13.9836)
GSdx Lookup CRC:45FE0CC4
Loading GS
(Custom resolution) Framebuffer size set to 512x448 (6144x3136)
Saved 0 pixels overhead by disabling Large Framebuffer
Impossible blend for D3D: (Cd - Cs) * As + Cd
Impossible blend for D3D: (Cd - Cs) * As + Cd
decode thread: aborted
decode thread: aborted
GuiMemoryMap::GuiMemoryMap(262144)

********** BEGIN: PARSING WIDGET3D'S CALLED ********

entry point = 33288364 and found 146 widgets.

********** END: FINISHED PARSING WIDGET3D's ********

GuiMemoryMap::GuiMemoryMap(262144)

********** BEGIN: PARSING WIDGET3D'S CALLED ********

entry point = 33288364 and found 146 widgets.

********** END: FINISHED PARSING WIDGET3D's ********

Impossible blend for D3D: (Cd - Cs) * Ad + Cd
GuiMemoryMap::GuiMemoryMap(262144)

********** BEGIN: PARSING WIDGET3D'S CALLED ********

entry point = 33288364 and found 146 widgets.

********** END: FINISHED PARSING WIDGET3D's ********

GuiMemoryMap::GuiMemoryMap(262144)

********** BEGIN: PARSING WIDGET3D'S CALLED ********

entry point = 33288364 and found 146 widgets.

********** END: FINISHED PARSING WIDGET3D's ********

GuiMemoryMap::GuiMemoryMap(262144)

********** BEGIN: PARSING WIDGET3D'S CALLED ********

entry point = 33288364 and found 146 widgets.

********** END: FINISHED PARSING WIDGET3D's ********

GuiMemoryMap::GuiMemoryMap(262144)

********** BEGIN: PARSING WIDGET3D'S CALLED ********

entry point = 33288364 and found 146 widgets.

********** END: FINISHED PARSING WIDGET3D's ********

EE/iR5900-32 Recompiler Reset
Suspending single plugin: GS
Saving GS
Closing GS
Recovering single plugin: GS
Opening GS
3.x GL context successfully created
Current Renderer: OpenGL (Hardware renderer)
Available VRAM/RAM:3840MB for textures
GSdx Lookup CRC:45FE0CC4
Loading GS
(Custom resolution) Framebuffer size set to 512x448 (6144x3136)
Saved 0 pixels overhead by disabling Large Framebuffer
GuiMemoryMap::GuiMemoryMap(262144)

********** BEGIN: PARSING WIDGET3D'S CALLED ********

entry point = 33288364 and found 146 widgets.

********** END: FINISHED PARSING WIDGET3D's ********

GuiMemoryMap::GuiMemoryMap(262144)

********** BEGIN: PARSING WIDGET3D'S CALLED ********

entry point = 33288364 and found 146 widgets.

********** END: FINISHED PARSING WIDGET3D's ********

Suspending single plugin: GS
Saving GS
Closing GS
Delete 0 Shaders, 92 Programs, 28 Pipelines
Recovering single plugin: GS
Opening GS
Current Renderer: Direct3D 11 (Hardware renderer)
GSdx Lookup CRC:45FE0CC4
Loading GS
(Custom resolution) Framebuffer size set to 512x448 (6144x3136)
Saved 0 pixels overhead by disabling Large Framebuffer
Impossible blend for D3D: (Cd - Cs) * Ad + Cd
Suspending single plugin: GS
Saving GS
Closing GS
Recovering single plugin: GS
Opening GS
Current Renderer: Direct3D 9 (Hardware renderer)
NVIDIA GeForce GTX 1080 (24.21.13.9836)
GSdx Lookup CRC:45FE0CC4
Loading GS
(Custom resolution) Framebuffer size set to 512x448 (6144x3136)
Saved 0 pixels overhead by disabling Large Framebuffer
Impossible blend for D3D: (Cd - Cs) * Ad + Cd
Suspending single plugin: GS
Saving GS
Closing GS
Recovering single plugin: GS
Opening GS
3.x GL context successfully created
Current Renderer: OpenGL (Hardware renderer)
Available VRAM/RAM:3840MB for textures
GSdx Lookup CRC:45FE0CC4
Loading GS
(Custom resolution) Framebuffer size set to 512x448 (6144x3136)
Saved 0 pixels overhead by disabling Large Framebuffer
EE/iR5900-32 Recompiler Reset
Suspending single plugin: GS
Saving GS
Closing GS
Delete 0 Shaders, 57 Programs, 28 Pipelines
Recovering single plugin: GS
Opening GS
3.x GL context successfully created
Current Renderer: OpenGL (Hardware renderer)
Available VRAM/RAM:3840MB for textures
GSdx Lookup CRC:45FE0CC4
Loading GS
EE/iR5900-32 Recompiler Reset
Suspending single plugin: GS
Saving GS
Closing GS
Delete 0 Shaders, 68 Programs, 28 Pipelines
Recovering single plugin: GS
Opening GS
3.x GL context successfully created
Current Renderer: OpenGL (Hardware renderer)
Available VRAM/RAM:3840MB for textures
GSdx Lookup CRC:45FE0CC4
Loading GS
(Custom resolution) Framebuffer size set to 512x448 (6144x3136)
Saved 0 pixels overhead by disabling Large Framebuffer
Closing plugins...
Closing DEV9
Closing FW
Closing USB
Closing CDVD
Closing SPU2
Closing PAD
Closing GS
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#4
tried using a native resolution multiplier instead of custom resolution ?
CPU : I7 2600K Oc'ed @ 4.2Ghz
Mobo : Intel P67 southbridge
GPU : NVIDIA Geforce GTX 750 Ti
RAM : 6 Go
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#5
Unfortunately, this is just how the Ratchet and Clank games are right now. I would follow jesalvein's recommendation, as custom resolutions that deviate from the multipliers may make the offset even worse, but you will not truly fix the offsets completely. The options I've found:

1) Use DX renderers, but this just makes all the bloom effects straight up vanish.

2) Half Pixel Offset. This slides them back towards where they should be but isn't perfect. Better than normal at least.

3) One of the various scaling/offset hacks, I'm pretty sure it was Wild Arms offset. This really throws them out of alignment but may actually look better in a couple cases. See if it helps at all for you.

4) Play at native resolution or on a software renderer. It'll look like a potato, but it'll be an authentic 2004 experience and the bloom will be accurate.

Edit: honestly if you don't want to forfeit upscaling entirely, you might be able to hold 2x native and use half pixel Offset rather effectively. I believe the misalignment only gets worse the higher you upscale so keeping it lower will help half pixel Offsof bring it back. I think.
Problems? Check out the development builds for the latest updates.

Mobo: ASUS Prime Z370-A
CPU: Intel i7-8700K (3.7 GHz)
RAM: G.Skill TridentZ, 2x8 GB DDR4 (3000 MHz)
GPU: EVGA GeForce GTX 1070 Ti FTW2 (8 GB)
OS: Windows 10 Pro (64 bit)

Oh yeah Red Pandas are cool too.


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#6
I recomand you to set the hardware render in the OpenGL mode, upcalling to x4, CRC hacks to partial and half pixel offset to special-texture. Then don't disable depth effects, enable fast texture invalidation instead. And as a side note, you must not overclock the EE cyclerate in this game to avoids random hangs when opening the armor vendor or when loading a "Galactic ranger special mission" (This is at least how it behave in the PAL version).
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#7
Can confirm these behaviors are consistent with NTSC-U as well. Though I recommend normal HPO, rather than the specials. From what I've seen special starts over correcting a bit.
Problems? Check out the development builds for the latest updates.

Mobo: ASUS Prime Z370-A
CPU: Intel i7-8700K (3.7 GHz)
RAM: G.Skill TridentZ, 2x8 GB DDR4 (3000 MHz)
GPU: EVGA GeForce GTX 1070 Ti FTW2 (8 GB)
OS: Windows 10 Pro (64 bit)

Oh yeah Red Pandas are cool too.


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#8
A combination of lowering the IR and changing half pixel offset to special fixed everything! Thanks everyone for the quick responses and immense amount of help I really appreciate it.
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