Pcsx2 Tri Ace Game Fix
Only selected the Tri-Ace game fix. Required speed hack for the Tri Ace engine games. If it still doesn't work post the game CRC as it's being detected by PCSX2.
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commented Jul 5, 2014
PCSX2 Version: 1.3.0 June 18th 2014 PCSX2 Options: Default, Zero modifications. Plugin's used: GDSX 0.1.16, SPU2-X 2.0.0, Lilypad, cdvdGigaherz 0.9.0, rest nulls Plugins were not modified beyond their default settings. Description: Regardless of Software or Hardware, you get odd graphical glitches when trying to load Shawn Murray Demo from the options screen of Tony Hawk Pro Skater 4. Despite this, it loads for a while before eventually freezing. I'm guessing the graphical issues and actual freeze are separate. It freezes at the same loading point every time. Last known working revision: Couldn't find a version where it loaded. PC Specifications: Core i5 3570K @ 3.4 GHz, NVIDIA GTX 760, Radeon HD5850, Windows 7 SP1 I searched the forum and wiki for more information, and found nothing. When searching the forums I found nothing, but I'll admit I'm not too familiar with the PCSX2 forums. |
commented Jul 7, 2014
The problem is your settings. Set your rounding mode for the VU to 'Nearest' as this is merely a rounding error, that should resolve the graphical problems. This was documented on the public compatibility list, you must have missed it: http://forums.pcsx2.net/Thread-Tony-Hawk-s-Pro-Skater-4-SLES-51130-E--29306?pid=347099#pid347099 |
commented Jul 8, 2014
I didn't play around with the settings too much. But, regardless, the issue report says that if it happens on the default settings (I didn't touch anything) that I should report it. Update: I changed VU to nearest and the graphical issues and crash remains. |
commented Jul 8, 2014
It didn't change it? How strange! Okay well thanks for testing, i'll look in to that then :) |
commented Jul 24, 2014
Enabling the XGKick hack in gamefixes seems to solve the issue mostly, there's still some weirdness in the game, but It's much much better. Still got some things to look in to. |
commented Jul 24, 2014
Strangely the hack is actually more correct behaviour, not sure why it's the way around it is actually. |
commented Jul 24, 2014
Well it's not like a game fix being more precise emulation is unprecedented, the tri-Ace VU game fix is perhaps the best example of that. In this case any possible behaviour is potentially troublesome. |
commented Aug 1, 2014
Wanna add this to the database then for auto patching? |
commented Nov 12, 2015
What is the status of this issue? |
commented Nov 12, 2015
I think the general agreement is that demos of other games dont get an automatic gamefix unless the main game requires the same gamefix. If you want to see the demo you need to enable it manually. It would be nice to mention this in the compatibility list. |
commented Nov 15, 2015
I cannot get in-game whatsoever in the latest development builds. While loading the main menu, the game hangs about 60% of the way loading. I tried various CPU rounding modes and was unable to work around this. So, I cannot verify whatever using an automatic gamefix works or not. |
commented Nov 15, 2015
Hmm, can you trace back at all to when it stopped working through the buildbot builds? |
commented Nov 15, 2015
I don't have time to do a super in-depth bisect tonight, but, I'll try to get to it asap. I'm hoping it's just some kind of setting that got changed up. I tried following the wiki settings, though. Tomorrow, after work, I'll get on it. |
commented Nov 15, 2015
The full emulog after you observed the hang could be useful. |
commented Nov 15, 2015
End Of Eternity
Does it hang on the THPS4 main menu or the Shawn Murray demo menu? just for clarification? |
commented Nov 17, 2015
I'll do some testing when I get home tonight. |
commented Nov 18, 2015
I got the game booting fine, must have had some stupid speedhack left on from another test (probably Driv3r.) Shawn Murray seems to be exactly the same as before. Is there some kind of game fix I need to turn on for that game? |
commented Nov 18, 2015
According to ref:
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commented Dec 26, 2017
Any status for that demo? |
commented Apr 14, 2018
@Nobbs66 Status ? |
commented Aug 8, 2018
@JMC47 is this still an issue ? If so can you tell me your game serial ? |
commented Aug 8, 2018
Yes, Sean Murray is still broken. |
commented Aug 10, 2018
I can setup PCSX2 again sometime and mess with this. It's been a long time since I've had PCSX2 setup and kinda forgot about my issues here. I wonder if there's some setting combination that'd have ti work. |
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Comments
commented Jul 26, 2014
-PCSX2 version: -PCSX2 options: -Plugins used:
-Plugin settings: -Description: -How to replicate: -Last known version to work: -PC specifications: CPU:
-Other comments: |
commented Jul 27, 2014
DX11 mode making things worse is due to the newer Nvidia drivers not working correctly with PCSX2, downgrading your driver to the 327 series or lower will fix those issues. as for the missing eyes, i believe this is a known issue, i believe putting GSDX in software mode fixes it. |
commented Jul 27, 2014
This is this unfamous mipmapping bug. |
commented Jul 27, 2014
The cause of the shadow volumes being displayed is unknown for this engine, previous attempts to debug it have not been productive. The GS does not support actual stencil buffers so game engines have to simulate their functionality in various ways. |
commented Aug 5, 2015
Could you test the shadows issue on the openGL renderer? |
commented Aug 14, 2015
Latest version 1.3.1 20150813215402 from git, using OpenGL, all default settings except 4x scaling, i7-4702HQ @ 2.2GHz / nVidia 765M / 8GB RAM. Seems that the latest version has fixed some, but not all of the texture issues (water in previous screenshot fixed), but the shadow issue remains. Shadows are not fixed in Jak 1 either. Re texture issues - eyes sometimes work perfectly, sometimes they work but look in the wrong direction (up not down), and sometimes they are either noise or black. No obvious pattern as to when the eyes do/don't work. Other mipmapping issues are still visible. Jak 1 textures all look fine apart from the eyes (as they do in 1.2.1). |
commented Aug 14, 2015
Increase the level of accuracy blending (likely high). It will normally fix the shadow issue. |
commented Aug 14, 2015
Just tried all the different blending levels - none of them have any effect on the shadow issue, in Jak 1 or Jak 3. |
commented Aug 14, 2015
Strange. Can someone make me a gs dump of the shadow issue (disable all speedhack in PCSX2) |
commented Aug 14, 2015
i just posted a dump in the gsdx 1.0 thread on the forums |
commented Aug 14, 2015
You know I follow the 2 threads ;) It would have been better to post it here. Anyway I will try to give it a quick look in coming days. |
commented Aug 14, 2015
http://cjb248.com/pcsx2dump/jak-shadow-glitch.zip and http://cjb248.com/pcsx2dump/jak3-shadow-glitch.zip - for Jak 1 and Jak 3. |
commented Aug 15, 2015
Do you confirm that shadow is broken on SW renderer too? |
commented Aug 15, 2015
Hum, I think I understand the issue for the shadow. I'm not sure that we can emulate it. The bad draw call have both input texture and render target at the same address (0x3300). So they manage to implement a kind of alpha blending of the alpha channel which is normally impossible on the GS. |
commented Aug 15, 2015
The best will be to allow to read the RT from the shader but it isn't easy. Just another idea that could work.
We need an unclamped texture because as always alpha range from 0 to 2. However it means clamping won't be accurate. But it could be enough. Otherwise we can still do a 2 pass like the older colclip algo. |
commented Aug 15, 2015
Yes, it's broken in the software renderer as well. Hmm, didn't know this was such a complex issue. |
commented Aug 15, 2015
On gpu textures are read-only or write-only. Recent GPU (gl4) support RW texture but out-of-order with atomic. Hum I need to check if mult is supported as atomic. Or maybe replace with +/- 1, it must be close of it. |
commented Aug 15, 2015
Yeah no multiplication in atomic. Anyway it won't work neither the blending method above due to rounding.The game uses 127/128 factor to do a -1 and 130/128 to do a +1. Maybe we can replace the draw call with a pseudo colclip. |
commented Aug 15, 2015
@charliebruce |
commented Aug 15, 2015
No, I don't think so - all speedhacks should have been switched off for On 15 August 2015 at 19:04, Gregory Hainaut notifications@github.com
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referenced this issue Nov 12, 2015
OpenJak and Daxter Precursor Legacy - Broken shadows and eyes #50
referenced this issue Aug 31, 2016
Mergedgsdx: save the blit buffer register when a transfer is started #1542
commented Sep 8, 2016
I pushed a hack for the shadow. Note, it is likely quite slow => |
commented Sep 8, 2016
I can test in an hour or so unless somebody else beats me to it :p |
commented Sep 8, 2016
I tested the hack and the shadows are nearly perfect. But from some camera angles they glitch out a bit. |
commented Sep 8, 2016 • edited
edited
Yes glitch are expected on the shadow. Except a CRC hack to replace the draw call (same issue as tri-ace game), it isn't doable with upscaling. It is already a miracle that shadows are kind of working in native resolution (due to the different rounding between integer (GS) and float (GPU) ). Potentially you could try accurate blending but it will be sluggish... Anyway, I was expected very poor performance on the HW renderer. Perf on SW isn't too bad. Edit: beside without mipmapping HW renderer is kinds of moot |
commented Sep 8, 2016
Blending accuracy seems to have no effect. This is already great progress anyway. Thank you for working on this :) |
commented Sep 8, 2016
Even on ultra (and I mean in native resolution). Ah no it might not work as the game does shits with the alpha channel. No need for a dump. I know exactly what happen. Actually a crc might not be fast enough. Hum maybe I can test something... When I detect the bad draw call, I will try to sample from the rt instead of texture with a full barriere. I will give it a trial when I got extra motivation :) |
commented Sep 8, 2016
Native resolution and ultra. It still breaks from certain angles. |
commented Sep 8, 2016 • edited
edited
Mine ;) Devs are lazy people. Anyway I implemented it. I don't know for the speed but it would be faster than previous hack. And it will glitch less. However I need you game name & CRC. Edit: did a quick speed test and impacts is rather small. |
commented Sep 8, 2016 • edited
edited
Oh, now I understand :) |
commented Sep 8, 2016
Please test latest git (without previous hack). You need to enable accuracy blending to basic at least. |
commented Sep 8, 2016
In Jak 3 I can confirm that shadows are fine on OGL HW, but now it doesn't work in SW. Jak X (PAL-M7) (Platinum) |
commented Sep 9, 2016
The CRC hack only impact the openGL HW renderer. The auto flush hacks impacts both renderer. It is likely a bad idea to enable both. |
commented Sep 9, 2016
I have about 47-55fps without CRC hack and about 45-52fps with the CRC hack. |
commented Sep 9, 2016
Tri Ace Tires
It is much better than previous hack, I can't do better. Note, perf impact might be bigger if there are lots of shadows (or complex model). For the record, I'm sorry for AMD users but perf impact will be bigger for them. |
commented Sep 9, 2016
I belive you said you needed the CRC's of all Jak games that suffer from this issue, so here's a bunch of them (all of these were tested using the OGL HW renderer and high blending accuracy): CRC:9C712FF0 CRC:2479F4A9 CRC:DF659E77 Hope this helps :) |
commented Sep 9, 2016
I need the game name (for example jak 2). And the region too (for example Eu) |
commented Sep 9, 2016
Ok, I'll say it by the same order: Jak and Daxter: The Precursor Legacy (Europe) |
commented Sep 9, 2016
jak then xD |
commented Sep 9, 2016
I pushed a new version with various CRC. Tell me if shadows are fine on the openGL renderer + accurate blending on basic. |
commented Sep 9, 2016
Teste the above mentioned games with the specified settings, shadows are working fine now: Also, I can provide you one USA CRC that I have: Jak 3 (USA) - 644CFD03 Also, the USA version has that weird globe on the upper left corner in all blending accuracies. Non existing in software mode btw. |
commented Sep 9, 2016
You ask too much ;) Either mipmap or something wrong in the texture cache. Not for this month, working shadows are already a huge improvement. |
commented Sep 9, 2016
I'm not asking, just reporting :) |
commented Sep 9, 2016
Actually I saw it on my gs dump. Potentially I already looked at it. If it isn't fixed it is surely a complex issue. I added your CRC too. By the way, who can add a gui option for the |
referenced this issue Sep 12, 2016
OpenMeta: GSdx HW mipmap support #1561
referenced this issue Oct 7, 2016
ClosedJak3: jak‘s hair or face is black #1611
commented Feb 27, 2017
SW renderer has wrong skin color on Jak3. If you have the issue could you test the PR #1843 |
commented Feb 27, 2017 • edited
edited
It's fixed by PR #1843 |
commented Mar 5, 2017
@gregory38 Jak 3 still has skin issues in Direct3D11 Hardware mode when using upscaling. Direct3D9 and OpenGL are fine, and Direct3D11 is fine on native resolution. The skin issue is basically the same as it was in Software mode, except that the markings are black. Any idea what could be causing it? |
commented Mar 5, 2017
Hum, hum. It could be this one. Draw call N:
Following draw calls:
It means that texture sampling must be 100% correct otherwise you won't have the good color. A slight rounding and you will get the neighbor texel which contains a wrong color. |
commented Mar 5, 2017
Pcsx2 Games For Pc
I would advice to just dump all the texture/frame buffers. |
commented Mar 13, 2017
i don't know if some developer already knows this, but i found that if you put the rendering in software mode, and then return to hardware mode the textures on the sand remain correctly loaded, it works every time, i don't know if its worth mentioning |
commented Mar 13, 2017
Yes because the bug are related to texture cache. Toggling force a reload of all textures from GS memory. If you're lucky it might help to fix bug. Or it will create new ones |
commented May 13, 2019 • edited
edited
I tested Jax 3 US with current nightly build (crash tag team crc) and a AMD RX 480 on game's native resolution. Shadows issue still existing for me on opengl hw render and dx11 hw render. When I use dx11 sw render it looks fine, but the sw render is to slow to play. When I enable Also dx11 hw render gives me 60fps ~ while opengl hw render gives 20-30 fps ~ (in every game I tested). |