Haunting Ground: Difference between revisions
D, not Z
(Added test configuartion and comments about many things i've observed, added a piece of trivia about the PAL version having a menu that lets you choose display modes. Edited the description of the issues with a better explanation and wording, edited one of the workaraounds of a bug since i found a better method to fix it. Left the old on next to it just in case. And added some more bugs I've found with workarounds where applicable..) |
(D, not Z) |
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|genre = Action, Adventure, Horror | |genre = Action, Adventure, Horror | ||
|wikipedia = [https://en.wikipedia.org/wiki/Haunting_Ground Link] | |wikipedia = [https://en.wikipedia.org/wiki/Haunting_Ground Link] | ||
|gamefaqslink = [ | |gamefaqslink = [https://gamefaqs.gamespot.com/ps2/924655-haunting-ground Link] | ||
|reviewlinks = {{ReviewLink|[ | |reviewlinks = {{ReviewLink|[https://www.metacritic.com/game/playstation-2/haunting-ground Metacritic]|67/100}}, {{ReviewLink|[https://www.eurogamer.net/articles/r_hauntingground_ps2 Eurogamer]|7/10}}, {{ReviewLink|[https://www.gamespot.com/reviews/haunting-ground-review/1900-6126551/ GameSpot]|7.2/10}}, {{ReviewLink|[https://www.ign.com/articles/2005/05/26/haunting-ground IGN]|7.7/10}} | ||
|gameinfo = Step into the shoes of Fiona Belli, an 18-year-old girl who's the sole survivor of a tragic car accident that claimed both her parents. You'll wake up in a mysterious castle rife with strange inhabitants, puzzles, and cunning enemies. As you explore the castle, you'll befriend a white shepherd dog that can help you attack enemies, uncover the castle's secrets, and survive a variety of challenges.<br /> | |gameinfo = Step into the shoes of Fiona Belli, an 18-year-old girl who's the sole survivor of a tragic car accident that claimed both her parents. You'll wake up in a mysterious castle rife with strange inhabitants, puzzles, and cunning enemies. As you explore the castle, you'll befriend a white shepherd dog that can help you attack enemies, uncover the castle's secrets, and survive a variety of challenges.<br /> | ||
Haunting Ground is a survival horror video game developed and published by Capcom for the PlayStation 2 console in 2005. | Haunting Ground is a survival horror video game developed and published by Capcom for the PlayStation 2 console in 2005. | ||
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|au_rating_text = High level animated violence & Horror themes | |au_rating_text = High level animated violence & Horror themes | ||
|eu_rating = 16+ | |eu_rating = 16+ | ||
|japan_rating = | |japan_rating = D | ||
|japan_rating_text = Sexual Content, Violence | |japan_rating_text = Sexual Content, Violence | ||
<!-- Language props --> | <!-- Language props --> | ||
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|GPU=NVIDIA GeForce 9600GT | |GPU=NVIDIA GeForce 9600GT | ||
|Revision=0.9.8 | |Revision=0.9.8 | ||
< | <!-- | ||
* '''Speedhacks:''' | * '''Speedhacks:''' | ||
** INTC Spin Detection | ** INTC Spin Detection | ||
** Wait Loop Detection | ** Wait Loop Detection | ||
** mVU Flag Hack | ** mVU Flag Hack | ||
--> | |||
|Graphics=GSdx r4600 | |Graphics=GSdx r4600 | ||
|Sound= | |Sound= | ||
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|GPU=AMD Radeon HD 5870 | |GPU=AMD Radeon HD 5870 | ||
|Revision=0.9.9 r5037 | |Revision=0.9.9 r5037 | ||
< | <!-- | ||
* '''Speedhacks:''' | * '''Speedhacks:''' | ||
** INTC Spin Detection | ** INTC Spin Detection | ||
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** mVU Block Hack | ** mVU Block Hack | ||
** MTVU | ** MTVU | ||
--> | |||
|Graphics=GSdx r5085 | |Graphics=GSdx r5085 | ||
|Sound= | |Sound= | ||
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|GPU=NVIDIA GeForce GT 1030 @ 2 GB | |GPU=NVIDIA GeForce GT 1030 @ 2 GB | ||
|Revision=v1.7.0-dev-1907 | |Revision=v1.7.0-dev-1907 | ||
< | <!-- | ||
* '''Speedhacks:''' | * '''Speedhacks:''' | ||
** INTC Spin Detection: Enabled | ** INTC Spin Detection: Enabled | ||
** Wait Loop Detection: Enabled | ** Wait Loop Detection: Enabled | ||
** mVU Flag Hack: Enabled | ** mVU Flag Hack: Enabled | ||
--> | |||
|Graphics=GSdx | |Graphics=GSdx | ||
< | <!-- | ||
* Renderer: Direct3D 11 or OpenGL | * Renderer: Direct3D 11 or OpenGL | ||
* Native Resolution: 1920x1080 | * Native Resolution: 1920x1080 | ||
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* External Shader | * External Shader | ||
* Widescreen patch | * Widescreen patch | ||
--> | |||
|Sound= | |Sound= | ||
*SPU2-X | *SPU2-X | ||
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|GPU=AMD Radeon RX 6800XT | |GPU=AMD Radeon RX 6800XT | ||
|Revision=v1.7.2118 x64 AVX2 | |Revision=v1.7.2118 x64 AVX2 | ||
< | <!-- | ||
* '''Speedhacks:''' | * '''Speedhacks:''' | ||
** INTC Spin Detection: Enabled | ** INTC Spin Detection: Enabled | ||
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** Enable fast CDVD: Enabled | ** Enable fast CDVD: Enabled | ||
** Instant VU1 (Without MTVU only): Enabled | ** Instant VU1 (Without MTVU only): Enabled | ||
--> | |||
|Graphics=GSdx | |Graphics=GSdx | ||
< | <!-- | ||
* '''Renderer:''' | * '''Renderer:''' | ||
** Renderer: OpenGL | ** Renderer: OpenGL | ||
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** FXAA Shader: On | ** FXAA Shader: On | ||
** Widescreen patch enabled | ** Widescreen patch enabled | ||
--> | |||
|Sound= | |Sound= | ||
* '''SPU2-X''' | * '''SPU2-X''' | ||
< | <!-- | ||
* '''SPU2-X''' | * '''SPU2-X''' | ||
** Interpolation: Gaussian | ** Interpolation: Gaussian | ||
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** Volume: 100% | ** Volume: 100% | ||
** Latency: 25ms | ** Latency: 25ms | ||
--> | |||
* '''LilyPad''' | * '''LilyPad''' | ||
|Comments= | |Comments= | ||
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==Known Issues== | ==Known Issues== | ||
{{Issue | {{Issue | ||
|IssueName= | |IssueName=Upscaling lines on new PCSX2 builds | ||
|IsFixed=0 | |||
|IssueLevel=0 | |||
|Description=On a recent change introduced in v1.7.4794, this game shows upscaling lines in some resolutions. | |||
|Workaround=Use any of the following resolutions: 2x, 4x, 8x. Only these resolutions don't show this bug. | |||
}} | |||
{{Issue | |||
|IssueName=Windows don't cast light when they should. | |||
|IsFixed=1 | |IsFixed=1 | ||
|IssueLevel= | |IssueLevel=0 | ||
|Description= | |Description=After version 1.7.4692, windows that cast light don't cast any light in-game, this is bc of how the normal (vertex) half-pixel offset upscaling fix (which is set to this by default for this game) functions after this version. | ||
|Workaround= | |Workaround=Fixed in v1.7.4794 (automatic fix was changed to special (texture) half pixel offset and half round sprite), causes upscaling lines, check the issue avobe for a workaround. | ||
}} | }} | ||
{{Issue | {{Issue | ||
|IssueName=Mirror glitch | |IssueName=Mirror glitch | ||
|IsFixed= | |IsFixed=1 | ||
|IssueLevel=1 | |IssueLevel=1 | ||
|Description=In Hardware mode parts of mirrors are glitched out and appear in various colors due to a GS texture bug. | |Description=In Hardware mode parts of mirrors are glitched out and appear in various colors due to a GS texture bug. | ||
|Workaround= | |Workaround=Fixed in 1.7.4127 | ||
}} | |||
{{Issue | |||
|IssueName=Red/green tint on cutscenes, other visual bugs on newer pcsx2 builds | |||
|IsFixed=1 | |||
|IssueLevel=1 | |||
|Description=On version 1.7.4297, a texture cache system overhaul was introduced, this has a bug that affects haunting ground. On cutscenes that use depth of field (DoF) effects, which are the majority, a red/green tint envelops the whole scene, some other visual bugs also occur such as getting the game's logo burned on screen after starting a new game. | |||
|Workaround=Fixed in v1.7.4583 and newer | |||
}} | |||
{{Issue | |||
|IssueName=Dull Graphics & no post-processing effects | |||
|IsFixed=1 | |||
|IssueLevel=1 | |||
|Description=The graphics look very bland; some night levels are darker than normal because of the lack of post processing. And characters lack shadows. | |||
|Workaround=This has been resolved in recent v1.5.0 git builds. | |||
}} | }} | ||
{{Issue | {{Issue | ||
|IssueName=Halo effect surround characters | |IssueName=Halo effect surround characters | ||
|IsFixed= | |IsFixed=1 | ||
|IssueLevel=1 | |IssueLevel=1 | ||
|Description=When upscaling in hardware mode, characters have a halo-like effect surrounding them due to an issue with bloom processing at higher than native resolutions. | |Description=When upscaling in hardware mode, characters have a halo-like effect surrounding them due to an issue with bloom processing at higher than native resolutions. | ||
|Workaround= | |Workaround=Fixed in git 1.6 and newer builds by the use of automatic game fixes.'' | ||
}} | }} | ||
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|IssueName=Last shown bloom effect stays on screen after switching from SW to HW renderer | |IssueName=Last shown bloom effect stays on screen after switching from SW to HW renderer | ||
|IsFixed=0 | |IsFixed=0 | ||
|IssueLevel= | |IssueLevel=0 | ||
|Description=When switching from software to hardware renderer, the bloom post-processing effect that last appeared on screen carries to the hw renderer and stays on screen indefinitely. Happens with lights/lamps/luminiscents etc. | |Description=When switching from software to hardware renderer, the bloom post-processing effect that last appeared on screen carries to the hw renderer and stays on screen indefinitely. Happens with lights/lamps/luminiscents etc. | ||
|Workaround=Avoid light sources like the ones mentioned when switching, or open the item menu when switching renderers. | |Workaround=Avoid light sources like the ones mentioned when switching, or open the item menu when switching renderers. | ||
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{{Issue | {{Issue | ||
|IssueName=Glitchy shadows when using Direct 3D 11 renderer | |IssueName=Glitchy shadows when using Direct 3D 11 and 12 renderer | ||
|IsFixed=0 | |IsFixed=0 | ||
|IssueLevel=0 | |IssueLevel=0 | ||
|Description= Shadows glitch, wrap incorrectly or stretch in broken ways when in D3D11, especially during some cutscenes. | |Description= Shadows glitch, wrap incorrectly or stretch in broken ways when in D3D11 or D3D12, especially during some cutscenes. | ||
|Workaround=Switch to OpenGL renderer. | |Workaround=Switch to OpenGL or Vulkan renderer. | ||
}} | }} | ||