03-24-2016, 07:12 AM
(This post was last modified: 03-24-2016, 07:44 AM by Eff EL.
Edit Reason: That lower area is part of the problem
)
It's been a long time since any issue in the dotHack GU games has been talked about, and still nothing to come of it. I'm here to talk about some of the issues still prevalent in the games' emulation.
Let's talk about the "Double Vision" issue, first.
Now, as I write this, the game is currently paused in the background. This issue is there all the time. However, it is most prevalent when the internal resolution is upscaled. The "Half-Pixel Offset" doesn't work, let's get that straight. In all of my images, I have a custom resolution of (currently) 1366 x 768. As you can see, the issue is very visible. I've tried the offset, and it seems that 0,6000 seems to do something but... The problem is that there are a total of four images. The one main image, and 3 "Ghosts." I believe that this is some sort of post processing choice on Cyber Connect's part, but it looks downright ridiculous when upscaled. And lets face it. Who the hell wants to play a PS2 game on this emulator without upscaling if they have the power?
The reason I came to the conclusion that this must be a post processing issue is thus:
This images shows that the UI is not affected by this issue. Now. I'm not an expert or anything. But that looks like Post Processing to me.
However, this issue is not prevalent during certain cutscenes. I, unfortunately, do not have any examples.
Let's talk about the mini map, next. In the above image, you see no problem with the minimap. However, in the image below, you DO see a problem.
The culprit, you ask? I've narrowed it down to two things. Anti-Aliasing and using the "Bilinear (Forced)" option in GSDx. Not together, mind you. Even having only one of these settings on will cause the issue to appear. Not sure what the game's problem is, but it seems to only happen if you use either (or both, it's not like they cancel each other out). Using anything other than native internal resolution does not have an effect on this issue.
So. I've established some issues (Really, the only issues) with the emulation of this game. They aren't game breaking, just annoying. We can safely assume this isn't hardware related because I've gone through this on (essentially) two different computers.
These issues prevent the game from being truly beautiful when you want it to be. I've tried all the hacks there are. I haven't tried all the combinations of them, but I don't have time for that. If I did, I wouldn't be posting this up, calling on you all to help figure this damn thing out. Now get out there and figure this damn thing out!
Also, it's probably worth mentioning I've been using the DX11 Hardware Rendering. Screw DX9. Over it.
If you all still want my Hardware Specs, yeah sure whatever.
APU A8-5600K Quad-Core
(GPU inactive, No Overclock)
Radeon HD 7870 XFX Core Edition
(Dual Dissipation, No Overclock)
8 GB DDR3 1600MHz
(No Memory Clock)
Windows 7 Ultimate 64-Bit
(No OS Clock, Analogue Clock Next to TV)
500-Watt PSU
(Just thought I'd throw that in there)
Let's talk about the "Double Vision" issue, first.
Now, as I write this, the game is currently paused in the background. This issue is there all the time. However, it is most prevalent when the internal resolution is upscaled. The "Half-Pixel Offset" doesn't work, let's get that straight. In all of my images, I have a custom resolution of (currently) 1366 x 768. As you can see, the issue is very visible. I've tried the offset, and it seems that 0,6000 seems to do something but... The problem is that there are a total of four images. The one main image, and 3 "Ghosts." I believe that this is some sort of post processing choice on Cyber Connect's part, but it looks downright ridiculous when upscaled. And lets face it. Who the hell wants to play a PS2 game on this emulator without upscaling if they have the power?
The reason I came to the conclusion that this must be a post processing issue is thus:
This images shows that the UI is not affected by this issue. Now. I'm not an expert or anything. But that looks like Post Processing to me.
However, this issue is not prevalent during certain cutscenes. I, unfortunately, do not have any examples.
Let's talk about the mini map, next. In the above image, you see no problem with the minimap. However, in the image below, you DO see a problem.
The culprit, you ask? I've narrowed it down to two things. Anti-Aliasing and using the "Bilinear (Forced)" option in GSDx. Not together, mind you. Even having only one of these settings on will cause the issue to appear. Not sure what the game's problem is, but it seems to only happen if you use either (or both, it's not like they cancel each other out). Using anything other than native internal resolution does not have an effect on this issue.
So. I've established some issues (Really, the only issues) with the emulation of this game. They aren't game breaking, just annoying. We can safely assume this isn't hardware related because I've gone through this on (essentially) two different computers.
These issues prevent the game from being truly beautiful when you want it to be. I've tried all the hacks there are. I haven't tried all the combinations of them, but I don't have time for that. If I did, I wouldn't be posting this up, calling on you all to help figure this damn thing out. Now get out there and figure this damn thing out!
Also, it's probably worth mentioning I've been using the DX11 Hardware Rendering. Screw DX9. Over it.
If you all still want my Hardware Specs, yeah sure whatever.
APU A8-5600K Quad-Core
(GPU inactive, No Overclock)
Radeon HD 7870 XFX Core Edition
(Dual Dissipation, No Overclock)
8 GB DDR3 1600MHz
(No Memory Clock)
Windows 7 Ultimate 64-Bit
(No OS Clock, Analogue Clock Next to TV)
500-Watt PSU
(Just thought I'd throw that in there)