11-16-2017, 04:27 PM
Hello everyone and forgive me by advance because i'm gonna talk about something that has been dealt with but I think there is more to it so please read.
The problem lies withing EVERY GAME and is an essential part of graphics in all PS2 games, and hasn't been rendered correctly by PCSX2 since the beginning.
Personally I'd love to be able to benefit from this in Final fantasy X and XII games, in Burnout 3 or in Shadow of the Colossus...
I'm talking about the effect that looks like a misplaced transparent copy of some objects and makes everything look bad, and can be bypassed by setting skipdraw to 1.
It actually looks very bad, but that's because it shouldn't look like it. instead of being a transparent copy of things, it should be a blurry, bleeding transparent gloom around objects and we can see what it looks like by watching the tutorial at the beginning of Burnout 3 or playing on a real PS2... But I'd really like it if a developer would try to fix this instead of bypassing it with skipdraw.
Thanks
here are ingame captures so you can see how it looks like on the original PS2 (muscle car) and on the PC with software rendered, then Direct3D11 with and without skipdraw (super car)
The problem lies withing EVERY GAME and is an essential part of graphics in all PS2 games, and hasn't been rendered correctly by PCSX2 since the beginning.
Personally I'd love to be able to benefit from this in Final fantasy X and XII games, in Burnout 3 or in Shadow of the Colossus...
I'm talking about the effect that looks like a misplaced transparent copy of some objects and makes everything look bad, and can be bypassed by setting skipdraw to 1.
It actually looks very bad, but that's because it shouldn't look like it. instead of being a transparent copy of things, it should be a blurry, bleeding transparent gloom around objects and we can see what it looks like by watching the tutorial at the beginning of Burnout 3 or playing on a real PS2... But I'd really like it if a developer would try to fix this instead of bypassing it with skipdraw.
Thanks
here are ingame captures so you can see how it looks like on the original PS2 (muscle car) and on the PC with software rendered, then Direct3D11 with and without skipdraw (super car)