Ace Combat 04 - Shattered Skies [U]
D3D9 HW has issues with aircraft textures either missing partially or completely, SW display the aircraft textures fine.
D3D9 (HW <-> SW):
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attachment=22109][
attachment=22110]
i have a Q8200 processor (4 cores) and when i use 3/4 threads the game (Dark cloud 1) locks up
the current revision i'm using now is GSDX 1846(SSE4 DX9 soft)
also i had this weird thing
the first time i used 2 threads instead of 1 i ran at about 50-60 fps
however, the second time i played my performance was terrible! 25 FPS max
switched back to hardware mode and now i got even better results then before, i can get about 90 FPS (i got about 50 the last time i tried using hardware mode)
First thanks for all the pcsx2 developers.
I don't know if this is the correct place to post this, if not , forgive me.
I found that if I use gsdx dx9 hw mode, the game "Super Robot War Alpha 3' have a z-buffer problem that some layer is always behind another. I tried many way to solve this. finally I found that if I put this line to the 'vs_main' function in file 'tfx.fx', the problem disapeared:
input.p.z = fmod(input.p.z, 0x400000);
I tested 0x10000,0x100000 and 0x800000, it seems 0x400000 is the best value.
I just think if this is a hint to the developers to completely solve the z-buffer problem in gsdx dx9 hw mode.
PS:
org.jpg: default code
22bit-z.jpg: set input.p.z to fmod(input.p.z, 0x400000)
org.jpg
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attachment=22113]
22bit-z.jpg
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attachment=22114]
I'm quite sure this breaks other games.
Solution: Upgrade to dx10, it's only 3 years old now
im playing around with the new versions that already have the upscaler integrated. And i noticed that theres quite a difference between r2085 and r2190. I post 2 screens so u can see for yourself:
r2085
http://s12.directupload.net/images/091203/t4pzvvd6.jpg
r2190
http://s7.directupload.net/file/d/1997/642lhig7_jpg.htm
Its both with 4x upscaler. apart from the different version both pictures are made with exact the same settings!
its difficult to see when the picture is not in motion, but the 2085 (older!) is much more sharp and imho better than the r2190^^
A place where you can see it good is the broken pillar on the right. The texture is just more detailed in the first(2085) version. Or look at the leather bands at kratos forehand, where you can see every single band in 2085, you only get blury stuff in 2190.
Although with 2190 its also running much faster, almost fullspeed with 4x, with the 2085 i get 30-40fps in the same scene with 4x. Did they change something? I coudn't find anything in the changelogs.
[E] Hmm i think when i used the newer plugin gamefix_skipdraw=4 was reseted to 0, and the blur+ghosting was back resulting in a less sharper image. So i guess that was the problem.
[E2] but somehow i dont think thats it^^ image is still sharper with 2085
Yes, they (I) changed something
Anyway, I can't really make out if the blur is a blur layer effect the devs wanted, or if it's blur caused by my pixel cropping again.
In case it's a wanted blur effect, the problem can't be easily fixed. It'll work or not work by chance (and different scale multipliers
).
If it's the cropping, I'll need to revert it again.
Well the cropping wasnt until later so I dont think it was that, wasnt around the ~2100 revisions when you changed the way scaler worked because of VP2? maybe it simply affected that game as well, dunno
Tested r2293 SSE4. Good job ! No bloom bug anymore when upscaling !
But. Naruto Shippuuden Ultimate Ninja 5 (PAL version) crash during battles when Naruto goes into 4 Tails Beast. I hope it will be soon fixed.
(12-04-2009, 04:11 PM)LSMetag Wrote: [ -> ]Tested r2293 SSE4. Good job ! No bloom bug anymore when upscaling !
But. Naruto Shippuuden Ultimate Ninja 5 (PAL version) crash during battles when Naruto goes into 4 Tails Beast. I hope it will be soon fixed.
=.=,dont get me wrong but i think your problem doesnt belong here,but anyway try to use x1.5 speedhack and see if that solves your problem
Tales of Destiny - Director's Cut [J]
D3D9 HW, same issue as reported with Mana Khemia 2, also happening with Tales of Rebirth, certain sprites have garbage, hidden sides have visible edges instead of remain invisible seeming like an alpha issue.
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attachment=22127]
However the issue I am noticing is that on native Texture Filtering seems to be forced On while the checkbox is locked, I remember gabest locked this as permanently off while in native to avoid these kind of issues (TLS3 looked way worse than this).