Gran Turismo 4: Difference between revisions

this is still not fixed (v1.7.5688) and afaik never was. manually setting clamping to full is still required. and if you don't change it back, one of the next stages will eventually freeze upon loading, so the workaround is not ideal
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(this is still not fixed (v1.7.5688) and afaik never was. manually setting clamping to full is still required. and if you don't change it back, one of the next stages will eventually freeze upon loading, so the workaround is not ideal)
 
(21 intermediate revisions by 10 users not shown)
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|wikipedia        = [https://en.wikipedia.org/wiki/Gran_Turismo_4 Link]
|wikipedia        = [https://en.wikipedia.org/wiki/Gran_Turismo_4 Link]
|gamefaqslink      = [https://www.gamefaqs.com/ps2/561066-gran-turismo-4 Link]
|gamefaqslink      = [https://www.gamefaqs.com/ps2/561066-gran-turismo-4 Link]
|reviewlinks      = {{ReviewLink|[https://www.ign.com/games/gran-turismo-4 IGN]|9.5/10}}, {{ReviewLink|[http://www.metacritic.com/game/playstation-2/gran-turismo-4 Metacritic]|89/100}}, {{ReviewLink|[https://www.gamespot.com/reviews/gran-turismo-4-review/1900-6118988/ GameSpot]|8.9/10}}, {{ReviewLink|[https://www.eurogamer.net/articles/r_granturismo4_ps2 Eurogamer]|8/10}}
|reviewlinks      = {{ReviewLink|[https://www.ign.com/games/gran-turismo-4 IGN]|9.5/10}}, {{ReviewLink|[https://www.metacritic.com/game/playstation-2/gran-turismo-4 Metacritic]|89/100}}, {{ReviewLink|[https://www.gamespot.com/reviews/gran-turismo-4-review/1900-6118988/ GameSpot]|8.9/10}}, {{ReviewLink|[https://www.eurogamer.net/articles/r_granturismo4_ps2 Eurogamer]|8/10}}
|gameinfo          = With authentic cars, courses, and car physics, Gran Turismo 4 adds an even more realistic racing simulation to the series. The characteristics of each car take into account weight, speed, friction, and more to deliver realistic handling. Test-drive new vehicles in courses located in various sites, such as Nurburgring Nordschleife, New York City, the Grand Canyon, and Tsukuba Circuit. Along with Career mode, Gran Turismo 4 highlights the new GT Photo mode and GT Online mode, which lets players around the world compete over the Internet.<br />
|gameinfo          = With authentic cars, courses, and car physics, Gran Turismo 4 adds an even more realistic racing simulation to the series. The characteristics of each car take into account weight, speed, friction, and more to deliver realistic handling. Test-drive new vehicles in courses located in various sites, such as Nurburgring Nordschleife, New York City, the Grand Canyon, and Tsukuba Circuit. Along with Career mode, Gran Turismo 4 highlights the new GT Photo mode and GT Online mode, which lets players around the world compete over the Internet.<br />
Gran Turismo 4 is the fourth game in the Gran Turismo series. It features over 700 vehicles, 51 tracks, B-Spec mode, Photo mode, and 1080i support. This game was released on February 22, 2005 to critical acclaim.
Gran Turismo 4 is the fourth game in the Gran Turismo series. It features over 700 vehicles, 51 tracks, B-Spec mode, Photo mode, and 1080i support. This game was released on February 22, 2005 to critical acclaim.
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|widescreen        = 1
|widescreen        = 1
|cpu-intensive    = 1
|cpu-intensive    = 1
|gpu-intensive    = 1
|gpu-intensive    = 0
|au_rating        = G
|au_rating        = G
|eu_rating        = 3+
|eu_rating        = 3+
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|GPU=NVIDIA GeForce GTX 260
|GPU=NVIDIA GeForce GTX 260
|Revision=0.9.9 (r4878)
|Revision=0.9.9 (r4878)
<spoiler show="Settings" hide="Hide">
<!--
* Speedhacks:
* Speedhacks:
** EE Cyclerate: 3  
** EE Cyclerate: 3  
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** Enable Wait Loop Detection
** Enable Wait Loop Detection
** mVU Flag Hack: Enabled
** mVU Flag Hack: Enabled
</spoiler>
-->
|Graphics=GSdx (r4873)
|Graphics=GSdx (r4873)
|Sound=
|Sound=
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|Revision=1.2.1 r5875
|Revision=1.2.1 r5875
|Graphics=GSdx 0.1.16 (r5875)
|Graphics=GSdx 0.1.16 (r5875)
<spoiler show="Settings" hide="Hide">
<!--
* Renderer: Direct3D10 (Hardware)
* Renderer: Direct3D10 (Hardware)
</spoiler>
-->
|Sound=
|Sound=
* SPU2-X (r5875)
* SPU2-X (r5875)
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|GPU=NVIDIA GeForce GT 630 @ 1 GB
|GPU=NVIDIA GeForce GT 630 @ 1 GB
|Revision=1.2.1 (2014-02-02)
|Revision=1.2.1 (2014-02-02)
<spoiler show="Settings" hide="Hide">
<!--
* Speedhacks:
* Speedhacks:
** EE Cyclerate: 3  
** EE Cyclerate: 3  
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** Enable Wait Loop Detection
** Enable Wait Loop Detection
** mVU Flag Hack: Enabled
** mVU Flag Hack: Enabled
</spoiler>
-->
|Graphics=GSdx 0.1.16
|Graphics=GSdx 0.1.16
<spoiler show="Settings" hide="Hide">
<!--
* Renderer: Direct3D10 (Hardware)
* Renderer: Direct3D10 (Hardware)
</spoiler>
-->
|Sound=
|Sound=
* SPU2-X
* SPU2-X
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|GPU=AMD Radeon HD 7870 @ 2 GB
|GPU=AMD Radeon HD 7870 @ 2 GB
|Revision=1.2.1.(r5873)
|Revision=1.2.1.(r5873)
<spoiler show="Settings" hide="Hide">
<!--
* Speedhacks:
* Speedhacks:
** EE Cyclerate: 2  
** EE Cyclerate: 2  
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** mVU Flag Hack: Enabled
** mVU Flag Hack: Enabled
** MTVU: Enabled
** MTVU: Enabled
</spoiler>
-->
|Graphics=GSdx SSE4 (r5875)
|Graphics=GSdx SSE4 (r5875)
|Sound=
|Sound=
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|GPU=AMD Radeon R9 270X
|GPU=AMD Radeon R9 270X
|Revision=1.3.0
|Revision=1.3.0
<spoiler show="Settings" hide="Hide">
<!--
* Speedhacks:
* Speedhacks:
** EE Cyclerate: 1
** EE Cyclerate: 1
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** mVU Flag Hack: Enabled
** mVU Flag Hack: Enabled
** MTVU: Enabled
** MTVU: Enabled
</spoiler>
-->
|Graphics=GSdx
|Graphics=GSdx
<spoiler show="Settings" hide="Hide">
<!--
* Renderer: Direct3D11 (Software)
* Renderer: Direct3D11 (Software)
</spoiler>
-->
|Sound=
|Sound=
* SPU2-X
* SPU2-X
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|Revision=1.4.0
|Revision=1.4.0
|Graphics=GSdx32 SSE4
|Graphics=GSdx32 SSE4
<spoiler show="Settings" hide="Hide">
<!--
* Renderer: Direct3D11 (Hardware)
* Renderer: Direct3D11 (Hardware)
* Internal Resolution: 4x Native
* Internal Resolution: 4x Native
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* Hardware Hacks:
* Hardware Hacks:
** MSAA: 2x
** MSAA: 2x
</spoiler>
-->
|Sound=
|Sound=
* SPU2-X 2.0.0
* SPU2-X 2.0.0
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|GPU=NVIDIA GeForce GTX 560
|GPU=NVIDIA GeForce GTX 560
|Revision=v1.5.0 (dev-2016-01-26)
|Revision=v1.5.0 (dev-2016-01-26)
<spoiler show="Settings" hide="Hide">
<!--
* Speedhacks:
* Speedhacks:
** EE Cyclerate: 0  
** EE Cyclerate: 0  
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* VUs:
* VUs:
** Clamping Mode: Extra
** Clamping Mode: Extra
</spoiler>
-->
|Graphics=GSdx SSE4 (2016-01-26)
|Graphics=GSdx SSE4 (2016-01-26)
<spoiler show="Settings" hide="Hide">
<!--
* Interlacing: Bob tff
* Interlacing: Bob tff
* Internal Resolution: 2x Native (or 1920x1080 CR)
* Internal Resolution: 2x Native (or 1920x1080 CR)
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** Half-Pixel Offset
** Half-Pixel Offset
** Align Sprite
** Align Sprite
</spoiler>
-->
|Sound=
|Sound=
* SPU2-X (2016-01-26)
* SPU2-X (2016-01-26)
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|GPU=MSI GeForce GTX 1050 Ti OC @ 4 GB
|GPU=MSI GeForce GTX 1050 Ti OC @ 4 GB
|Revision=v1.5.0 (dev-2017-09-17)
|Revision=v1.5.0 (dev-2017-09-17)
<spoiler show="Settings" hide="Hide">
<!--
* Speedhacks
* Speedhacks
** EE Cyclerate: 0
** EE Cyclerate: 0
Line 309: Line 309:
** mVU Flag Hack: Enabled
** mVU Flag Hack: Enabled
** MTVU: Enabled
** MTVU: Enabled
</spoiler>
-->
|Graphics=GSdx SSE4.1 (2017-09-17)
|Graphics=GSdx SSE4.1 (2017-09-17)
<spoiler show="Settings" hide="Hide">
<!--
* Renderer: OpenGL
* Renderer: OpenGL
* Interlacing: Bob tff
* Interlacing: Bob tff
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* Allow 8-bit Textures
* Allow 8-bit Textures
* CRC Hack Level: Partial
* CRC Hack Level: Partial
</spoiler>
-->
|Sound=
|Sound=
* SPU2-X 2.0.0 (2017-09-17)
* SPU2-X 2.0.0 (2017-09-17)
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|GPU=Asus GeForce GTX 750 OC Edition @ 2 GB
|GPU=Asus GeForce GTX 750 OC Edition @ 2 GB
|Revision=1.5.0 (dev 2017-12-08)
|Revision=1.5.0 (dev 2017-12-08)
<spoiler show="Settings" hide="Hide">
<!--
* Speedhacks:
* Speedhacks:
** EE Cyclerate: 3  
** EE Cyclerate: 3  
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** mVU Flag Hack: Enabled
** mVU Flag Hack: Enabled
** MTVU: Enabled
** MTVU: Enabled
</spoiler>
-->
|Graphics=GSdx AVX2 (2017-12-28)
|Graphics=GSdx AVX2 (2017-12-28)
<spoiler show="Settings" hide="Hide">
<!--
* Interlacing: Bob tff
* Interlacing: Bob tff
* Internal Resolution: Custom (1366x768)
* Internal Resolution: Custom (1366x768)
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** TC Offset X = 385
** TC Offset X = 385
** TC Offset Y = 187
** TC Offset Y = 187
</spoiler>
-->
|Sound=
|Sound=
* SPU2-X 2.0.0
* SPU2-X 2.0.0
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|GPU=AMD Radeon HD 7870
|GPU=AMD Radeon HD 7870
|Revision=1.5.0
|Revision=1.5.0
<spoiler show="Settings" hide="Hide">
<!--
* Speedhacks:
* Speedhacks:
** EE Cyclerate: 2
** EE Cyclerate: 2
Line 378: Line 378:
*VU:
*VU:
**Clamping mode: Extra
**Clamping mode: Extra
</spoiler>
-->
|Graphics=GSdx 1.1.0 AVX
|Graphics=GSdx 1.1.0 AVX
<spoiler show="Settings" hide="Hide">
<!--
* Renderer: Direct3D11 (Hardware)
* Renderer: Direct3D11 (Hardware)
</spoiler>
-->
|Sound=
|Sound=
* SPU2-X 2.0.0
* SPU2-X 2.0.0
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|GPU=Nvidia GeForce GTX 1070 @ 8 GB
|GPU=Nvidia GeForce GTX 1070 @ 8 GB
|Revision=1.6.0
|Revision=1.6.0
<spoiler show="Settings" hide="Hide">
<!--
* Speedhacks:
* Speedhacks:
** EE Cyclerate: 0
** EE Cyclerate: 0
Line 408: Line 408:
*VU:
*VU:
**Clamping mode: Normal
**Clamping mode: Normal
</spoiler>
-->
|Graphics=GSdx 1.2.0 AVX2
|Graphics=GSdx 1.2.0 AVX2
<spoiler show="Settings" hide="Hide">
<!--
* Renderer: Direct3D11 (Hardware)
* Renderer: Direct3D11 (Hardware)
* Interlacing: Bob tff
* Interlacing: Bob tff
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* CRC Hack Level: Full
* CRC Hack Level: Full
* FXAA Shader
* FXAA Shader
</spoiler>
-->
|Sound=
|Sound=
* SPU2-X 2.0.0
* SPU2-X 2.0.0
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|GPU=EVGA GeForce RTX 2060 SUPER XC ULTRA
|GPU=EVGA GeForce RTX 2060 SUPER XC ULTRA
|Revision=1.6.0
|Revision=1.6.0
<spoiler show="Settings" hide="Hide">
<!--
* Speedhacks
* Speedhacks
** MTVU: Enabled
** MTVU: Enabled
</spoiler>
-->
|Graphics=GSdx32-AVX2 1.2.0
|Graphics=GSdx32-AVX2 1.2.0
<spoiler show="Settings" hide="Hide">
<!--
* Renderer: OpenGL (Hardware)
* Renderer: OpenGL (Hardware)
* Interlacing: Bob tff
* Interlacing: Bob tff
* 8-Bit Textures: Allowed
* 8-Bit Textures: Allowed
* Internal Resolution: 4x Native
* Internal Resolution: 4x Native
</spoiler>
-->
|Sound=
|Sound=
* Spu2-X 2.0.0
* Spu2-X 2.0.0
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|GPU=NVIDIA GeForce GTX 1660 SUPER
|GPU=NVIDIA GeForce GTX 1660 SUPER
|Revision=1.7.0 (dev-1545)
|Revision=1.7.0 (dev-1545)
<spoiler show="Settings" hide="Hide">
<!--
* '''Speedhacks:'''
* '''Speedhacks:'''
** EE Cyclerate: 0  
** EE Cyclerate: 0  
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** mVU Flag Hack: ✓
** mVU Flag Hack: ✓
** MTVU: ✓
** MTVU: ✓
</spoiler>
-->
|Graphics=GSdx
|Graphics=GSdx
<spoiler show="Settings" hide="Hide">
<!--
* Renderer: OpenGL
* Renderer: OpenGL
* Internal Resolution: 4x Native
* Internal Resolution: 4x Native
Line 485: Line 485:
--- HW Hacks ---
--- HW Hacks ---
* Skipdraw: 1 x 1
* Skipdraw: 1 x 1
</spoiler>
-->
|Sound=SPU2-X
|Sound=SPU2-X
|Comments=Completed a large chunk of the game. Good emulation these days, game ran mostly full speed at 6x native resolution with no speedhacks, but a handful of tracks needed the resolution to be reduced to 4x. Run the game in OpenGL mode for proper brightness. Ensure Blending Accuracy is set to at least Basic, and Conservative Buffer Allocation is checked. In Emulation Settings > GS Window, change Zoom to 100.20 to remove some garbage from the edges of the screen. Special Stage Route 5 and George V Paris are the most intensive tracks to run at full speed, and you'll get your lowest framerates here, so they're good benchmarks. A few minor visual bugs remain. "Get ready to drive" will be stuck on the screen even once you gain control of the car. This can be fixed by just pressing Select (to change view). The NTSC version of the game is preferable due to its 480p mode, and the game is hideously interlaced without 480p enabled. Final note: be very careful using savestates in this game, if you overuse them you can corrupt the memory card. Not just the GT4 save, but the entire memory card. To prevent this, ensure you never load a state from before the memory card was last saved to.
|Comments=Completed a large chunk of the game. Good emulation these days, game ran mostly full speed at 6x native resolution with no speedhacks, but a handful of tracks needed the resolution to be reduced to 4x. Run the game in OpenGL mode for proper brightness. Ensure Blending Accuracy is set to at least Basic, and Conservative Buffer Allocation is checked. In Emulation Settings > GS Window, change Zoom to 100.20 to remove some garbage from the edges of the screen. Special Stage Route 5 and George V Paris are the most intensive tracks to run at full speed, and you'll get your lowest framerates here, so they're good benchmarks. A few minor visual bugs remain. "Get ready to drive" will be stuck on the screen even once you gain control of the car. This can be fixed by just pressing Select (to change view). The NTSC version of the game is preferable due to its 480p mode, and the game is hideously interlaced without 480p enabled. Final note: be very careful using savestates in this game, if you overuse them you can corrupt the memory card. Not just the GT4 save, but the entire memory card. To prevent this, ensure you never load a state from before the memory card was last saved to.
|Tester=CynicMimic
|Tester=CynicMimic
}}
}}
{{TestingEntry
|Status=2
|Region=NTSC-U
|OS=Windows 10
|CPU=AMD Ryzen 5 2600 @ 3.4 GHz (8GB 2133MHz RAM)
|GPU=NVIDIA GeForce GTX 1660 Ti
|Revision=1.7.0 (dev-2622)
<!--
*EE/IOP:
**Clamping mode: Full
*VU:
**Clamping mode: Extra + Preserve Sign
* '''Speedhacks:'''
** EE Cyclerate: 2
** EE Cycle Skipping: 0
** mVU Flag Hack: ✓
** MTVU: ✓
-->
|Graphics=GSdx-AVX2
<!--
* Renderer: Direct3D 11 / OpenGL
* Interlacing: Bob bff
* Accurate Destination Alpha Test: ✓
* Conservative Buffer Allocation: ✓
* Internal Resolution: 4x Native
* Anisotropic Filtering: 16x
* Mipmapping: Automatic
* CRC Hack Level: Automatic
* Blending Accuracy: Basic
* Texture Preloading: None
--- HW Hacks ---
* Upscale Hacks
** Align Sprite: ✓
** Texture Offsets:
*** X: 385 Y: 187
--- Advanced ---
* Async Texture Loading: ✓
-->
|Sound=Integrated
<!--
* Interpolation: 5 - Gaussian
-->
|Comments= Fully playable, no crashing in License Tests, minor FPS slowdowns (2-6fps) and minor graphical glitches related to light sources, such as flickering headlights, sun and lamps that can be seen through walls, and lens flare going full rainbow mode. Visuals can be enhanced further by activating 480p mode, using the secret menu to modify the FOV, FXAA (big fps slowdown on city courses) and external shader settings. If you need tutorials on these, search for Rowdy on YouTube. OpenGL and Direct3D look and perform identical for me; Vulkan fights its way through as well but it's a tad slower, still worth giving it a try. Game runs and looks as awesome as ever.
|Tester=deadnoises
}}
{{TestingEntry
|Status=2
|Region=PAL
|OS=Windows 11
|CPU=Intel Core i7-6700 @ 3.40 GHz (8GB 2400MHz RAM)
|GPU=NVIDIA GeForce GTX 750 2GB
|Revision=1.7.0 (dev-3242)
<!--
*EE/IOP:
**Clamping mode: Full
*VU:
**Clamping mode: Extra + Preserve Sign
* '''Speedhacks:'''
** EE Cyclerate: 0
** EE Cycle Skipping: 0
** mVU Flag Hack: ✓
** MTVU: ✓
-->
|Graphics=GSdx-SSE4
<!--
* Renderer: Vulkan
* Interlacing: Bob bff
* Accurate Destination Alpha Test: ✓
* Conservative Buffer Allocation: ✓
* Internal Resolution: 3x Native
* Anisotropic Filtering: Off
* Mipmapping: Automatic
* CRC Hack Level: Minimum
* Blending Accuracy: Medium
* Texture Preloading: Full
--- HW Hacks ---
* Upscale Hacks
** Align Sprite: ✓
** Texture Offsets:
*** X: 385 Y: 187
--- Advanced ---
* Async Texture Loading: ✓
-->
|Sound=Integrated
<!--
* Interpolation: 5 - Gaussian
-->
|Comments= Almost fully playable except in License Tests, that always crash, no FPS slowdowns. Graphical glitches related to light sources like flickering headlights, sun and lamps that can be seen through walls and the cars models when you are in B-Spec mode. Used thanks to Gustingorriz channel in YouTube.
|Tester=AdM1
}}
{{TestingEntry
|Status=2
|Region=PAL
|OS=Windows 11
|CPU=AMD Ryzen 3600 @ 3.6 GHz
|GPU=NVIDIA GeForce 1050 Ti 4GB
|Revision=1.7.3371
<!--
* Fast CDVD: On
* Enable widescreen patches: Off
* Enable No-Interlacing Patches: On
* Enable Compatibility Patches: Off
* EE Clamping: Toggling between "Extra + Preserve Sign" and "Full"
-->
|Graphics=AVX2
<!--
* Renderer: Vulkan
* Interlacing: Bob (Top field)
* Internal Resolution: 2x Native, 4:3
* Anisotropic Filtering: Off
* Mipmapping: Full (PS2 Mipmaps)
* CRC Hack Level: Automatic
* Blending Accuracy: Basic
* Texture Preloading: Full
-->
|Sound=Integrated
<!--
* Expansion: Surround 5.1
-->
|Comments=Fully playable as far as I can tell. Licences load when setting Emotion Engine clamping to less than "Full", but time intervals and pit stop notifications in races are broken if it's not set to "Full", necessitating switching between the two. The game looks slightly blurry regardless of interlacing method. Licence ghosts stand still at the start line or soon afterwards. Fast Forward works splendidly in B-Spec mode and on most straights.
|Tester=Dandelion Sprout
}}
{{TestingEntry
|Status=2
|Region=PAL
|OS=Windows 10
|CPU=Intel Xeon E5-1680 v3 @ 3.2 GHz
|GPU=NVIDIA GeForce RTX 2080 Ti
|Revision=1.7.4452
<!--
* Fast CDVD: On
* Enable widescreen patches: Off
* Enable No-Interlacing Patches: Off
* EE Cycle Rate: 100%
* EE Cycle Skipping: Disabled
* Enable Multithreaded VU1 (MTVU): Checked
* Enable Instant VU1: Checked
-->
|Graphics=AVX2
<!--
* Renderer: Vulkan
* Aspect Ratio: Widescreen (16:9)
* FMV Aspect Ratio: Widescreen (16:9)
* Anti Blur: Checked
* Internal Resolution: 3x Native(1080p)
* Mipmapping: Automatic (Default)
* Texture Filtering: Bilinear (PS2)
* Trilinear Filtering: Automatic (Default)
* Anisotropic Filtering: Off (Default)
* Dithering: Unscaled (Default)
* Blending Accuracy: Basic (Recommended)
* Texture Preloading: Full (Hash Cache)
-->
|Sound=Integrated
|Comments=Fully playable as I tested. The game looks slightly blurry regardless of interlacing method.
|Tester=L2V14TH4N
}}
{{TestingFooter}}
{{TestingFooter}}


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|GPU=AMD Radeon RX Vega 56
|GPU=AMD Radeon RX Vega 56
|Revision=1.7.0 (dev-13 g8bf6ba144)
|Revision=1.7.0 (dev-13 g8bf6ba144)
<spoiler show="Settings" hide="Hide">
<!--
* '''EE/IOP:'''
* '''EE/IOP:'''
** Clamping Mode: Full
** Clamping Mode: Full
Line 576: Line 740:
** mVU Flag Hack: ✓
** mVU Flag Hack: ✓
** MTVU: ✓
** MTVU: ✓
</spoiler>
-->
|Graphics=GSdx 1.2.0 AVX2
|Graphics=GSdx 1.2.0 AVX2
<spoiler show="Settings" hide="Hide">
<!--
* Renderer: OpenGL (Hardware)
* Renderer: OpenGL (Hardware)
* Internal Resolution: 5x Native
* Internal Resolution: 5x Native
Line 585: Line 749:
* Anisotropic Filtering: 4x
* Anisotropic Filtering: 4x
* CRC Hack Level: Partial
* CRC Hack Level: Partial
</spoiler>
-->
|Sound=
|Sound=
* SPU2-X 2.0.0  
* SPU2-X 2.0.0  
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|GPU=AMD Radeon RX Vega 56
|GPU=AMD Radeon RX Vega 56
|Revision=1.7.0 (dev-13 g8bf6ba144)
|Revision=1.7.0 (dev-13 g8bf6ba144)
<spoiler show="Settings" hide="Hide">
<!--
* '''EE/IOP:'''
* '''EE/IOP:'''
** Clamping Mode: Full
** Clamping Mode: Full
Line 608: Line 772:
** mVU Flag Hack: ✓
** mVU Flag Hack: ✓
** MTVU: ✓
** MTVU: ✓
</spoiler>
-->
|Graphics=GSdx 1.2.0 AVX2
|Graphics=GSdx 1.2.0 AVX2
<spoiler show="Settings" hide="Hide">
<!--
* Renderer: OpenGL (Hardware)
* Renderer: OpenGL (Hardware)
* Internal Resolution: 5x Native
* Internal Resolution: 5x Native
Line 617: Line 781:
* Anisotropic Filtering: 4x
* Anisotropic Filtering: 4x
* CRC Hack Level: Partial
* CRC Hack Level: Partial
</spoiler>
-->
|Sound=
|Sound=
* SPU2-X 2.0.0  
* SPU2-X 2.0.0  
Line 632: Line 796:
|GPU=AMD Radeon RX 570
|GPU=AMD Radeon RX 570
|Revision=1.5.0
|Revision=1.5.0
<spoiler show="Settings" hide="Hide">
<!--
* '''EE/IOP:'''
* '''EE/IOP:'''
** Clamping Mode: Full
** Clamping Mode: Full
Line 642: Line 806:
** mVU Flag Hack: ✓
** mVU Flag Hack: ✓
** MTVU: × (unchecked)
** MTVU: × (unchecked)
</spoiler>
-->
|Graphics=GSdx 1.1.0 AVX
|Graphics=GSdx 1.1.0 AVX
<spoiler show="Settings" hide="Hide">
<!--
* Renderer: OpenGL (Hardware)
* Renderer: OpenGL (Hardware)
* Internal Resolution: 3x Native (Can go higher. But for speed and quality's sake, 1080 is good enough for this game.)
* Internal Resolution: 3x Native (Can go higher. But for speed and quality's sake, 1080 is good enough for this game.)
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* CRC Hack Level: Partial
* CRC Hack Level: Partial
* Mipmapping (insert): Off
* Mipmapping (insert): Off
</spoiler>
-->
|Sound=
|Sound=
* SPU2-X 2.0.0
* SPU2-X 2.0.0
Line 662: Line 826:
|Tester=Dreaper
|Tester=Dreaper
}}
}}
{{TestingEntry
|Status=2
|Region=PAL
|OS=SteamOS 3.5.7
|CPU=AMD Custom APU (Steam Deck)
|GPU=AMD Custom APU (Steam Deck)
|Revision=1.7.5034
<!--
* '''EE/IOP:'''
** Clamping Mode: Full
-->
|Graphics=OpenGL (Hardware)
|Sound=N/A
|Comments=Runs at full speed past 3x native scaling, except in levels where the sun is visible, or it's night time, then software rendering is needed. Recently switched to an older build due to a persistent crash during longer races.
|Tester=LevelDown280
}}
{{TestingFooter}}
{{TestingFooter}}


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* Information and reports of demo versions of this game can be found [[Gran Turismo 4 Demo Disks|here]].
* Information and reports of demo versions of this game can be found [[Gran Turismo 4 Demo Disks|here]].


==Known Issues==


== Known Issues ==
{{Issue
{{Issue
|IssueName=Out of VRAM crashes
|IssueName=Demo races do not work
|IsFixed=0
|IsFixed=0
|IssueLevel=2
|IssueLevel=0
|Description=When launching the first race of a play session, VRAM usage jumps significantly just before the race preview screen starts. After the first race, this problem does not happen again until the next time you boot the game. The game will also have occasional VRAM spikes as it continues to run. Either of these can potentially cause a crash if they cause your system to run out of VRAM.
|Description=Demonstrations return back to the menu as soon as they start. License stage menu backgrounds appear black.
|Workaround=<br>
|Workaround=Go to Config -> Emulation Settings -> EE/IOP and set Clamping Mode to "Full". However, this will make other events fail to load, requiring it to be set back to Normal after the Demonstration.
# PCSX2 versions released later than May 7th, 2016 should have much smaller VRAM spikes.
# Make sure Large Framebuffer is disabled.
# To avoid crashes at the start of the first race of a play session, when on the loading screen with your car's name and tire types, wait for the loading circle to abruptly stop; this is a sign that you have run out of VRAM. Hit F9 to toggle between hardware and software rendering and wait a moment for it to respond. Once it changes renderers, wait for it go around a few more times, then hit F9 again to return to your desired renderer. This refreshes the emulation state of GSdx and clears the bad VRAM. If you notice that it never actually stalls out at all, you may still need to clear the VRAM and should hit F9 twice to do so before starting the race.
# To reduce VRAM spikes further, Nvidia users can Force Enable Sparse Texture in GSdx Advanced settings & hacks. OpenGL only. Note in 1.7.0 dev builds Sparse Texture may be broken and cause problems.
}}
}}
== Fixed Issues ==


{{Issue
{{Issue
|IssueName=Missing/flickering textures
|IssueName=Missing/flickering textures
|IsFixed=0
|IsFixed=1
|IssueLevel=0
|IssueLevel=0
|Description=Missing ground textures and/or textures in the distance flicker.
|Description=Missing ground textures and/or textures in the distance flicker.
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{{Issue
{{Issue
|IssueName=Garbage on bottom and right screen edges
|IssueName=Garbage on bottom and right screen edges
|IsFixed=0
|IsFixed=1
|IssueLevel=0
|IssueLevel=0
|Description=Red and green garbage from the depth buffer renders through to the screen.
|Description=Red and green garbage from the depth buffer renders through to the screen.
|Workaround=Go to Config -> Emulation Settings -> GS Window and set Zoom to 100.20.
|Workaround=Go to Config -> Emulation Settings -> GS Window and set Zoom to 100.20 or for Nightly 1.7 builds crop 5px all around to fix the issue.
}}
 
{{Issue
|IssueName=Effects visible through objects
|IsFixed=0
|IssueLevel=0
|Description=Car headlights, smoke and dust effects are seen through objects.
|Workaround=Use software rendering.
}}
}}


{{Issue
{{Issue
|IssueName=Shaky wheel rims seen during replay
|IssueName=Shaky wheel rims seen during replay
|IsFixed=0
|IsFixed=1
|IssueLevel=0
|IssueLevel=0
|Description=Wheel rims are being offset during upscaling, resulting the wheel rims are out of alignment and shaky when seen during replay
|Description=Wheel rims are being offset during upscaling, resulting the wheel rims are out of alignment and shaky when seen during replay
|Workaround=Enable GSDX HW hacks by enabling '''Merge Sprite''' and '''Wild Arms Offset''', set '''Half Pixel Offset''' to ''Special (Texture-Aggressive)'', set '''Round Sprite''' to ''Full'' and set '''Texture Offset''' to ''X:60 Y:0''. Alternatively, you can use software mode but isn't ideal at all or just stick to PS2 native display but less ideal for bigger screens.
|Workaround=Enable GSDX HW hacks by enabling '''Merge Sprite''' and '''Wild Arms Offset''', set '''Half Pixel Offset''' to ''Special (Texture-Aggressive)'', set '''Round Sprite''' to ''Full'' and set '''Texture Offset''' to ''X:60 Y:0''. Alternatively, you can use software mode but isn't ideal at all or just stick to PS2 native display but less ideal for bigger screens.
}}
}}
== Fixed Issues ==


{{Issue
{{Issue
|IssueName=Demo races do not work
|IssueName=Out of VRAM crashes
|IsFixed=1
|IsFixed=1
|IssueLevel=0
|IssueLevel=2
|Description=Demonstrations return back to the menu as soon as they start.
|Description=When launching the first race of a play session, VRAM usage jumps significantly just before the race preview screen starts. After the first race, this problem does not happen again until the next time you boot the game. The game will also have occasional VRAM spikes as it continues to run. Either of these can potentially cause a crash if they cause your system to run out of VRAM.
|Workaround=Go to Config -> Emulation Settings -> EE/IOP and set Clamping Mode to "Full". However, this will make other events fail to load, requiring it to be set back to Normal after the Demonstration.
|Workaround=No longer an issue as of v1.7.3171.
}}
}}


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|Description=Car headlights, smoke and dust effects are seen through objects.
|Description=Car headlights, smoke and dust effects are seen through objects.
|Workaround=Go to Config -> Video (GS) -> Plugin Settings, and set renderer to "OpenGL (Hardware)". Then set Blending Unity Accuracy to at least "High".
|Workaround=Go to Config -> Video (GS) -> Plugin Settings, and set renderer to "OpenGL (Hardware)". Then set Blending Unity Accuracy to at least "High".
**'''Alternate workaround''': Use software rendering.
}}
}}


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|Description=Garbage replaces the area in which the photo should be displayed.
|Description=Garbage replaces the area in which the photo should be displayed.
|Workaround=As of May 2016 this issue has been fixed on the latest v1.5.0 development builds.
|Workaround=As of May 2016 this issue has been fixed on the latest v1.5.0 development builds.
<spoiler show="Show Example Image" hide="Hide">
{{SpoilerTable|caption=Show Example Image|text=<gallery widths="175px" heights="100px">
<gallery widths="175px" heights="100px">
Screen Capture -038.png
Screen Capture -038.png
</gallery>
</gallery>}}
</spoiler>
}}
}}


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|Description=In-game brightness or contrast values do not work properly in-game.
|Description=In-game brightness or contrast values do not work properly in-game.
|Workaround=This has been resolved in recent v1.5.0 git builds. CRC hack level should be left on Automatic. For older versions set in game brightness/contrast to 0 or alternatively switch to software rendering.
|Workaround=This has been resolved in recent v1.5.0 git builds. CRC hack level should be left on Automatic. For older versions set in game brightness/contrast to 0 or alternatively switch to software rendering.
}}
{{Issue
|IssueName=License missions don't load in the PAL version
|IsFixed=1
|IssueLevel=1
|Description=When loading a license mission in the PAL version, the emulator crashes with the error message <code>FQC = 0 on VIF FIFO READ!</code>
|Workaround=In Settings → System, set the Emotion Engine clamping to something lower than Full.
}}
{{Issue
|IssueName=In-race notifications don't show up
|IsFixed=1
|IssueLevel=0
|Description=Time intervals to other cars, and notifications that other cars have entered pitlane, doesn't show up in the PAL version.
|Workaround=In Settings → System, set the Emotion Engine clamping to Full.
}}
}}


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