Open GoogleCodeExporter opened 9 years ago
Holy Hell! That is one sick computer!
NullDC is not perfect yet, so you should expect to see some errors. That's
really the only help I can give you, other than to try changing more settings.
Original comment by hookonso...@gmail.com
on 30 Jul 2010 at 5:06
Yeah, everybody has this issue, its problem of the Z-depth buffer I think,
since most objects should be behing the rear view, however I already finished
the game on Nulldc perfectly except for that thing... Its a minor issue to me.
Original comment by alforata@gmail.com
on 30 Jul 2010 at 11:59
Ah alright, thanks
Original comment by dsxchall...@gmail.com
on 31 Jul 2010 at 2:10
There's a fair bit wrong graphically with this in nulldc (r56, GDI PAL version
tested). Check Tokyo2 errors.jpg, you can see:
* objects such as the direction signs overlap the rear view mirror
* some objects have a horizontal red stripe thing going on at certain distances.
* the map should have markers showing your car and your rivals.
* the pause menu options in the box can't be seen (Tokyo2 pause menu.jpg)
Finally Tokyo2 magic blue smoke.jpg shows the game with the new z-buffer mode -
the map markers are there, the red stripes are gone and the pause menu is
visible (not shown), but objects still overlap the rear view mirror and err..
the road's missing :)
Original comment by matbur...@gmail.com
on 24 Aug 2010 at 9:50
Attachments:
The mirror problems is caused by the Z-depth, nothing really new. It will also
happen with the tunnels and everything that touches the Mirror.
The other problems can be fixed changing some options (not just z-depth), check
the sort and modifier volumes, I dont exactly remember the config but there is
one config that you can view the menus without any graphical bug except the
mirror thing.
Original comment by alforata@gmail.com
on 25 Aug 2010 at 4:10
Thanks, I tried a few more combinations:
Sort -> Triangle gets rid of the red stripes around objects.
Z Buffer Mode -> D24S8 Mode 2 (Lower Precision) fixes the invisible menu/map
markers.
So just the mirror z issue remaining. Quite interesting that one of the lower
precision z-buffer modes gives the best results for this game.
Original comment by matbur...@gmail.com
on 25 Aug 2010 at 11:40
The Z-Buffer modes are designed to handle different cases, since there is no
way to do a proper implementation under DirectX 9.
There are cases when only one works, when more than one work, or even where
none works.
Using a DirectX 11 video plugin would solve the mess. :)
Original comment by Mr.PsyMan
on 25 Aug 2010 at 1:52
Sega GT has the same z-depth issues with the rear view mirror.
Original comment by matbur...@gmail.com
on 2 Sep 2010 at 12:56
F355 has the same rear view mirror problem, however the rear mirrors in MSR and
Flag To Flag work fine.
Original comment by matbur...@gmail.com
on 13 Oct 2010 at 10:23
Original issue reported on code.google.com by
dsxchall...@gmail.com
on 30 Jul 2010 at 9:38