![]() I wonder if there is any way to dynamically return to native resolution during cutscenes. ![]() Also it's only an issue in in-engine cutscenes - it seems it's specifically depth of field that is messed up like that. The only lingering issues with this game are with upscaling. Worth noting that hw emulation with Vulkan at native resolution is now perfect. And it's multiple passes, with each subsequent one messed up even more. Remember to use half-pixel offset as well to fix the cutscene visuals. The Lost Forest is inherently buggy but once you get out of it after 2-3 screens into the mines, then there's no visual bugs. What seems to be happening is that merged post effect frame is stretched. Someone in that thread mentioned that you can get rid of the vertical lines by using the game's internal widescreen option rather than a widescreen hack. When a character transforms, you can see some sort of ghosting too. The problem is that the outlines look very weird. Now, the game works perfectly, although it's a tad slower than I remembered. negative texture offset wouldn't help either. I followed this guide to configure PCSX2 and after I copied the files from my DVD, I compressed them into an ISO using a program called IMG Burn. Half pixel offset to normal(vertex), Round sprite to half and align sprite on are all needed to have the post effects render correctly even without merge sprite, but at the end of day it's either black lines without merge sprite or completely messed up image with it. Tried all of this, nothing seems to help. UserHacks_HalfPixelOffset=3 // 1,3 fixes blurry objects outlines (3 doesn't introduce UI and text misalignments though) UserHacks_round_sprite_offset=1 // 1-fixes HUD white rows 2-would improve a little glitches around plane HUD icon (on higher resolutions) but it fucks up explosions UserHacks_AutoFlush=1 // fixes explosions halo blockiness #UserHacks_SpriteHack=2 // fixes "explosions particles bubbles" (no more needed with sprite_X=0?) - Actually fixed with other sprite hack. UserHacks_unscale_point_line=1 // unthin text/menus lines UserHacks_merge_pp_sprite=1 // fixes cut pixel columns from above fix (also vertical black lines, but in-game only) Userhacks_align_sprite_X=1 // fix vertical black lines, both in menus and in-game UserHacks_mipmap=1 // 1 should be enough. MSI GE62 6QC: i7-6700HQ GHz, GTX960M 2GB, 16GB RAMĪccurate_blending_unit=3 // fixes some cloud/smoke effect Wait for the demo movie/start the campaign with default aircraft/a night missionĭisable merge sprite - weird vertical lines are observableĮnable merge sprite - lines disappear, but the post processing effects are now offset upwards The misalignment reacts to TC offset hack but would require negative values to fix When merge sprite hack is turned on (which is necessary to get rid of vertical lines in this game) - the post-processing effects are misaligned - offset upwards. Half-pixel offset - special (texture - aggressive) Interlacing: none - using no interlacing cheatcodesįiltering - bilinear(forced excluding sprite) Cheats on - using no interlacing cheatcodes
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