Ratchet & Clank: Difference between revisions
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Amyroxwell (talk | contribs) |
Amyroxwell (talk | contribs) |
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|Workaround=Fixed on latest Nightly build (Tested on v1.7.4721). If you use 1.6 or older: Do not disable the framelimiter while loading a new planet. Or, simply reboot the game after the crash (the game autosaves when changing planets, before the crash condition is reached, so no progress will actually be lost). | |Workaround=Fixed on latest Nightly build (Tested on v1.7.4721). If you use 1.6 or older: Do not disable the framelimiter while loading a new planet. Or, simply reboot the game after the crash (the game autosaves when changing planets, before the crash condition is reached, so no progress will actually be lost). | ||
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{{Issue | {{Issue | ||
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|IssueLevel=1 | |IssueLevel=1 | ||
|Description=Garbage textures until you stand close to objects due to GSdx not supporting mipmapping in hardware mode. | |Description=Garbage textures until you stand close to objects due to GSdx not supporting mipmapping in hardware mode. | ||
|Workaround=This has been resolved on the newest nightly builds. If you are using 1.6 or older: Go to Config > Video(GS) > Plugin Settings, and set Mipmapping to "Basic". Or switch to Software Mode by setting Renderer to any of the "(Software)" options. Note: To minimize the potential performance impact of Software Mode, set Rendering Threads to one less than the number of available CPU cores. | |Workaround=This has been resolved on the newest nightly builds. If you are, instead, using 1.6 or older: Go to Config > Video(GS) > Plugin Settings, and set Mipmapping to "Basic". Or switch to Software Mode by setting Renderer to any of the "(Software)" options. Note: To minimize the potential performance impact of Software Mode, set Rendering Threads to one less than the number of available CPU cores. | ||
<gallery> | <gallery> | ||
File:Ratchet_&_Clank_Forum_5.png|Broken textures | File:Ratchet_&_Clank_Forum_5.png|Broken textures |