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GSdx Regressions after build 640 #1314

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MrCK1 opened this issue Apr 27, 2016 · 7 comments
Closed

GSdx Regressions after build 640 #1314

MrCK1 opened this issue Apr 27, 2016 · 7 comments

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@MrCK1
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MrCK1 commented Apr 27, 2016

Build: 650/651

I've encountered 2 regressions after switching from 640. Here is what I've noticed in Gran Turismo 4

In both screenshots, the emu is running at 3x native with texture filtering set to Bilinear (PS2), and Blending Accuracy High

  • Notice how the font on the banner; the shadow to the left, and the truss alpha texture have become more pixelated in 650.
  • In 650, all of the trees surrounding the screen have a green line above them
  • The 2nd pair of screenshots shows a better comparison between the filtering differences
  • In 650, some tracks have corrupted textures like so

Before (640)
gsdx_20160426202026

After (650)
gsdx_20160426202247

Before (640)
gsdx_20160426211853

After (650)
gsdx_20160426211521

@willkuer
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What happens if you use forced filtering?

@FlatOutPS2
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FlatOutPS2 commented Apr 27, 2016

In 650, some tracks have corrupted textures like so

I can confirm this. It only happens with OpenGL though, DX is fine. Not only are textures flat, the car tyres also disappear at times.

@refractionpcsx2
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Gregory just fixed a pretty nasty typo an hour ago, is it not fixed now?

@FlatOutPS2
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Gregory just fixed a pretty nasty typo an hour ago, is it not fixed now?

That fixed the horrible texture mutation.

@refractionpcsx2
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Cool, so does that mean this issue is fixed? :)

@FlatOutPS2
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Cool, so does that mean this issue is fixed? :)

It should be. The banners in the night level are fixed(not pixelated anymore) and I didn't notice a green line above the trees either.

@refractionpcsx2
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Cool, ill close this for now then :)

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