Closed pete3k closed 8 years ago
Are you still using unofficial builds as you were here: http://forums.pcsx2.net/Thread-SSX-3-red-lines ?
You never actually responded on there and can't say its not a support issue until options have been exhausted.
I down loaded the latest version of pcsx2 from emucr 1.3.1-20150816181234(git). When setting it up I left the default settings. Here is are some images I was talking about
I tried multiple graphic setting including D3D9 (Hardware) D3D11 Hardware and Open GL (Hardware)
Is there any other tests you want me do?
I can also tell you that this was happen for over a couple of months
The same issue also effects SSX On Tour
and you have ticked Enable HW hacks, gone in to that section and set the CRC Level to Full yes?
Disable all core hack (VU cycle stealing / MTVU too) and retry the GL renderer.
Yes to the both of you... no changes!!!
So the opengl renderer doesn't work either? Even with hw ogl depth ticked and the accurate blend option on full?
OS: linux mint 64-bit cpu: i7-2860qm gpu: gtx 560m Settings: OGL renderer, depth ON, acurate blend HIGH, crc level PARTIAL Status: no red bars game doesn't show graghical bugs
What about with CRC level None, try lowering the other settings until you find what stops the red bars.
But im chalking this down as DX renderer, Which we kind of expected.
the game works with depth ON crc NONE blending NONE it is a depth issue
Yeah that defo won't work on DX then :P
Hum, maybe we can move the hw depth support check box as "disable depth support" in user hack section.
Is it worth even having if there are no drawbacks? Is it much of a suck on performance?
Prafull found a couple of issues with depth support enabled. So far I manage to fix them but the option was useful (at least on the ini). I don't have any number on the performance but there is an impact for sure. Several depth conversion shader were in the top 5 on GoW. It really needs some perf numbers.
Would be good to know the impact
Yes. Besides depth isn't yet fully implemented. It misses a part to support the read of depth from the EE (nocturne). GPU->CPU transfers are slow by definition.
Yeh, Fatal Frame and a few other games read back the buffer in download to the VIF. if i recall this was the issue with the Slave to VU demo freezing, which i believe sudo fixed in software mode.
@pete3k Did you try what @tiagoplacido suggested?
Where are these settings.....
In the GSDX settings I only see crc hack level?
Blending and Depth are settings exclusive to GSdx's OpenGL renderer, and only in pretty recent development builds. Once you update to a newer version, you should see this in your GSdx Plugin Settings window:
I'm experiencing the same issue. I recently upgraded a few things:
The game worked fine, although a little slow with the GT 610, before, but I get red lines now. Using either Direct3D9 (I have DX9 installed for Mirror's Edge) or Direct3D11 renderers I get the issue, but with OpenGL I don't, granted Hardware Depth is enabled. If it isn't enabled, the lines show. Although the lines go, performance naturally takes a severe hit. If I can provide any more information of use, do say.
For reference:
You will get issues with DX unless you put the CRC Hack level up to maximum which i think is DirectX Recommended.
Indeed, placing the CRC Hack Level to Aggressive does remove the lines. Thank-you!
You will get issues with DX unless you put the CRC Hack level up to maximum which i think is DirectX Recommended.
There's only one recommendation, Partial (OpenGL recommended), but no DX recommended. It defaults to Safest, which is the second highest setting.
Full + skipdraw >= 3 or aggressive (which is probably just full + skipdraw) remove these issues on dx api's iirc. Using skipdraw you miss some effect though like the score overlay during/after jumps - again iirc. Obviously ogl is the api of choice here.
t defaults to Safest, which is the second highest setting.
Yes I think this is the DX recommended one, my apologies
Hello, I have found a solution to fix this glitch. Try switching D3D11 Hardware to Software mode, but when you switch back you will get the bars back. Hardware has the bars glitch, but best FPS, Or clean graphics with worst performance.
Please read carefully what was posted in this thread. Probably your solution was already mentioned. If not: the forum (forums.pcsx2.net) is a better place to ask for support. If you request support it would be good to get all relevant information including your settings and everything that you tried so far.
I have found a solution to fix this glitch. Try switching D3D11 Hardware to Software mode,
THIS GET RID OF THE RED BARS!!
THIS GET RID OF THE RED BARS!!
Not sure if troll, or just blind to anything but the second to last post.
Closing the issue as it's resolved on OpenGL hardware mode.
getting exactly the same problem with James Bond: Nightfire. should i open a separate issue?
@divinity76 Switch to the OpenGL renderer.
I disagree with closing issues just because they are fixed on only one render, adding tags should be enough, anyway this has been fixed on Direct3D HW as well.
When you start a race any race. You notice on the screen rows of red bars going up and down. Very distracting.