Open budtz opened 3 years ago
This is an issue with WTL version of GLideN64. Get this version and replace the WTL version with this one: https://github.com/gonetz/GLideN64/suites/4144091658/artifacts/106250462
thx but its the same. guess ill just use the old version...
its most likely the multiple of n64 resolution i think thats broken
I tested it with current dev build Project64-Dev-4.0.0-5713-ce6042f It has no such issues with HUD as on your screen shot, at least on my graphics card. I also tried my local GLideN64 builds from master, no issues. What graphics card you are using?
if I set multiple of n64 resolution i get the error. if I choose same as output or original it works
i an running 4k rtx 2070
Hmm, I checked the game on rtx 2070, no problems with any multiple of native res. My display is only 2K, but it hardly matters. Please install latest dev build of Project 64, go to graphics settings, reset to default and then change only screen/window resolution and multiple of n64 resolution. Check the game with these settings.
Reproducable if I enable Multiple of N64 resolution
and choose:
Render 2D elements in N64 resolution: Enable optimized
Reproducable if I enable
Multiple of N64 resolution
and choose:Render 2D elements in N64 resolution: Enable optimized
Yes, the problem appears with these settings, thanks!
Ahh i couldnt find the other setting besides the multiple. Thats it.
I think the text recomends enabeling render 2D elements in N64 resolution - but unoptimzied vs optimized I am unsure - what setting works with most games?
what setting works with most games?
"unoptimzied" mode is more aggressive. "optimized" does not filter separate texture rectangles , which helps when game uses hundreds separate texrects, for example snow flakes in Beetle Adventure Racing.
This issue is still present after months. its also in project64 newest version.
Is there any chance for a fix?
I have to use a version from april or older to avoid it