Silent Hill: Origins: Difference between revisions

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→‎Known Issues: Removed assumptions made without confirming original hardware behavior (simply watching a video would have sufficed). Made references to emulator features more generalized to avoid confusion between multiple versions.General readability improvements.
(→‎Known Issues: Removed assumptions made without confirming original hardware behavior (simply watching a video would have sufficed). Made references to emulator features more generalized to avoid confusion between multiple versions.General readability improvements.)
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|IsFixed=0
|IsFixed=0
|IssueLevel=2
|IssueLevel=2
|Description=The loading screens when leaving the theatre and leaving the hospital after the motel hang and eventually cause PCSX2 to crash, making progress impossible. I was able to fix this by disabling cheats, but other users have reported this being an issue with savestates.
|Description=The loading screens when leaving the theatre, and leaving the hospital after the motel, hang and eventually cause PCSX2 to crash. Fixed by disabling cheats, other users have reported this being an issue with savestates.
|Workaround=Disable cheats/patches, or load your save file from the ingame menus.
|Workaround=Disable cheats/patches, or load your save file from the ingame menus.
}}
}}
{{Issue
|IssueName=Audio glitches
|IsFixed=1
|IssueLevel=0
|Description=As soon as you enter the second room in the burning house, audio cuts off after a while and only resumes playing after you re-enter the room.
|Workaround=Fixed in 1.7 dev builds.
}}
{{Issue
{{Issue
|IssueName=Glitchy shadows
|IssueName=Glitchy shadows
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|Workaround=None/play at native resolution.
|Workaround=None/play at native resolution.
}}
}}
==Fixed Issues==
{{Issue
{{Issue
|IssueName=Flashlight graphical glitches
|IssueName=Flashlight graphical glitches
|IsFixed=1
|IsFixed=1
|IssueLevel=1
|IssueLevel=1
|Description=As soon as you come to the hospital (the first real dark room), the flashlight, instead of doing its intended job of showing light, instead produces graphical glitches and the game is rendered unplayable. This issue only applies in the two hardware rendering modes, the flashlight affect works as normal in either software rendering mode.
|Description=As soon as you come to the hospital (the first real dark room), the flashlight, instead of doing its intended job of showing light, instead produces graphical glitches and the game is rendered unplayable. This issue only applies to the hardware renderers, the flashlight works correctly in the software renderer.
|Workaround=Enter the Video(GS) Plugin settings and set Renderer to either OpenGL or Direct3D11 Hardware modes. Then Enable HW Hacks and check the "Fast Texture Invalidation" option under that menu. This fixes the problems with the graphical glitches, however the flashlight only renders the top half of the normal illuminated circle. It is however a much better alternative to playing the entire game in software mode. Seem to be fixed in latest dev builds.
|Workaround=Enable fast texture invalidation (AKA disable partial invalidation). This fixes the problems with the graphical glitches, however the flashlight only renders the top half of the normal illuminated circle and cast shadows are incorrect. Fixed completely in 1.7 dev builds.
}}
{{Issue
|IssueName=Audio glitches
|IsFixed=1
|IssueLevel=0
|Description=As soon as you enter the second room in the burning house, audio cuts off after a while and only resumes playing after you re-enter the room. killing the whole atmosphere. (might be existing in the game itself, needs to be tested.)
|Workaround=Fixed in emulator version 1.7.0.
}}
}}
{{Issue
{{Issue
|IssueName=Darker text in Hardware renderer
|IssueName=Darker text in hardware renderer
|IsFixed=1
|IsFixed=1
|IssueLevel=0
|IssueLevel=0
|Description=Some text is slightly darker in the hardware renders compared to software.
|Description=Some text is slightly darker in the hardware renders compared to software.
|Workaround=Set blending to full in OpenGL or Vulkan (DX11/12 not sufficient at the time of posting this)
|Workaround=Set blending accuracy to full in OpenGL or Vulkan (DX11/12 not sufficient at the time of posting this).
}}
}}


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