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Meta: GSdx top left corner issue #1318
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having a scan through my games to see if i can find any others that do it. Destroy All Humans - it's not overly noticable (due to the shadow mess on the screen)but its there. Edit: Totally O/T but you've nearly fixed Driver 3's graphics! The text is still a bit broken but it's readable and most of the texture flicker is gone, you just get the odd little bit now. |
I have a dump of this game, but I don't see it. Maybe not the good scene. However there are various postprocessing effect. |
ill try and get another one if you'd like, it even does it on the menu, but im not totally sure it's right. I'm updating that post as i find games btw |
Ok. So far I have enough gs dump to implement somethings |
Stuntman also crashes with a RAM spike with OpenGL(this happens more often now than on 1.4.0). |
Ok. I'm nearly sure it is a variation of a similar effect. Currently my detection is based on FrameBuffer address == Texture address. |
That's progress :) |
OK finished going through my DVD ISO's, there wasn't really many that weren't already mentioned that I could find. There might be more but I'm totally not going through all my discs ;) |
Ok. Let's me first try to correct MGS/KillZone. For PoP, I need to find a way to detect the mess. Or maybe we could rely on crc/option. |
That all depends how often that effect is used and what drain on performance it is. If this is the only game to use it, or there is a huge performance drop, then yeh, option it (so people have an option) |
@ssakash you need to check several open issues. At all |
Good job! ill give it a go :) |
Rachet & Clank - Don't think it ever had this issue, that has mipmapping problems. 3/6(or 8 if you count possible different issues) fixed! :) |
Killzone already had the half screen issue. The infrared view is now fixed. Splinter Cell: Pandora Tomorrow infrared view is also fixed. |
Try this hack for killzone |
It doesn't work(yes, userhacks was on). |
Thanks for the test, so it is the 2nd bug ;) GT seem to be a different issue. Urban Chaos effect is halfly detected. It also moves the RT as pop (but differently). |
Can confirm (checked with depth enabled on OGL as well, just in case) that the colourdepthclear line doesn't affect Killzone, so yeh, its the half screen issue, which is another one of those affects a ton of games bugs :P |
Oh nice, PoP is pink now. You can chose the rendering for boys or girls ;) |
lol xD |
Hum, actually I think it is working for PoP but it fails to handle the old texture shuffle. It is implemented very strangely (it is maybe not a texture shuffle). |
I'm sure you'll sus it :) |
My god, I don't know what they smoke but it must be very strong! Here are the step
.... |
blinks...... blinks again...... tries rubbing eyes...... What the hell??? That seems an awfully long way around doing things. |
Notes about Raw Danger shuffle effect: |
As seen in #4879, Blokus Club with Bumpy Trot (Japan) exhibits the same postprocessing issues as other IREM games (i.e. Steambot and Raw Danger). |
As described in #5212, Pachi Para 12-14 use the Steambot Chronicles engine, and thus suffer from the same postprocessing issues as Steambot Chronicles and Blokus Club. |
#5342 in Ape Escape 2 looks like the issue with Manhunt2 with it being light blue rather than blue. They are even the same size. |
same thing in hitman blood money. |
Need for Speed Underground 2 demo in Burnout 3 has the same issue. During the last months it has been fixed and then broken again many times. Right now, with build1.7.4869, it is broken. |
That's a misfiring palette draw detection causing that, it's on our TODO :P |
This has been fixed by #10136 |
This problem is also present on Peter Jackson's King Kong, can be observed during the opening lifeboat scene with hardware rendering. with software rendering it doesn't do this. |
Looks like Hot Wheels: World Race also belongs on this list. Hot Wheels - World Race_SLUS-20737_20240120021821.gs.zst.zip edit by refraction: just rename not to have .zip on the end. |
doesn't look quite the same problem, but might just affect the top left, dunno |
I'm trying to implement a solution to handle properly the top left corner post-processing effect. Let's centralize information here.
Game impacted (from the top of my head, likely more).
Better but still broken
Broken due to bad detection of the effect
Need test:
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