If it can't be resolved, then can there be a compromise to doing it the way the Grandia 2 game hack does it by changing to software for a few seconds, then back to hardware? I know I've mentioned it a long time ago, and I apologize for bringing it up, but I figured I would report it better this time. Would enabling the large framebuffer resolve the framebuffer issues in this game? What about those black vertical lines when changing from screens/areas? I know we've discussed this particular quirk in the past, and I know it was low priority. If it can't be resolved, then can there be a compromise to doing it the way the Grandia 2 game hack does it by changing to software for a few seconds, then back to hardware? Surely, there's a way to resolve this at higher resolutions. GS dump files attached below, along with screenshots: Star Ocean 3 is a fantastic game, but unfortunately, there hasn't been a viable solution to playing this properly at upscaled resolutions (well, you can count the PS4 version, and it does get that battle transition/texture cache effect right, but the game is very unstable on PS4, lots of crashes). I did notice the option to enable large framebuffer, but didn't enable that. What I suggest to get around it is implementing a hack similar to the Grandia 2 FMV hack, have the emulator switch between hardware to software to display the FMV for spell animations and so on, then switch back to hardware. # Description: Battle transition effects are rendered incorrectly with the hardware rendering engine, but correctly and accurately appear normal in software render mode. # Speed hacks: Enable INTC Spin, mVU Flag Hack, Enable Wait Loop Detection, MTVU. # CPU options: EE/IOP defaults, VUs default settings. Jedi Starfighter Red Screen Glitch.PNG (Size: 174,6 KB / Downloads: 2) Since this is completely random and cannot be triggered intentionally, I was unable to get a GS dump or a log when the issue occured. I've attached a screenshot of the red screen glitch. I was really surprised when I saw this on emulator. In this video, I have shown the best PCSX2 settings for most games that are playable. I actually bought a new PS2 thinking it was a hardware failure, but it happened again. Has anyone had any luck getting Armored Core 3 to run well on PCSX2 (the. The framerate changes, so it's not a crash. It is usually slower (entirely CPU dependent), but it aslo tends to be a 'cleaner' emulation (although low res). That doesnt necessarily mean 'give up', though. It is possible that the game just isnt very compatible (yet). Here's the thing - this has happened to me several times on a real PS2 console, so I think it's a flaw with the game itself, not the emulator. Well, it doesnt appear your PCs capabilities are limiting the game. I have to play through that mission again and hope it doesn't happen again. About 5% of the time, the entire screen turns red and stays that way. I don't know if emulation can fix this, but I thought it was worth mentioning.Īfter completing the mission "Demolition Squad", there is a pre-rendered cutscene that is supposed to play. HW mode upscaling working properly in menus, no blur present:Įnter any mission, battle or AC Test mode.I have another problem with Star Wars Jedi Starfighter, however this problem occurs on an actual PS2 as well. Image comparison included, screenshots taken in OpenGL HW mode. This issue doesn't show up in the previous game in the series (Armored Core: Nexus). Graphics are perfectly fine while in menus (no blur + proper upscaling). The game simply looks wrong during missions in HW mode. "Preload Frame Data" hack enabled to avoid HW mode blackscreen. Tried all sort of settings combinations to no effect. Tested GSdx in both OpenGL and Direct3D 11 modes, HW and SW. GSdx, SPU2-X, LilyPad, cdvdGigaherz, the rest are null plugins. I've also tried different settings to no effect.
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