Haunting Ground: Difference between revisions

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PAL isn't progressive by definition at all. It's 576i (notice the i instead of p), whereas NTSC is 480i. But not all games that have progressive scan in NTSC games have it in the PAL version too, but some do.
m (I'm not sure what do you mean; PAL is progressive by its definition, or are there PAL-only games with progressive icons?..)
(PAL isn't progressive by definition at all. It's 576i (notice the i instead of p), whereas NTSC is 480i. But not all games that have progressive scan in NTSC games have it in the PAL version too, but some do.)
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{{Issue
{{Issue
|IssueName=No post-processing effects
|IssueName=Dull Graphics & no post-processing effects
|IsFixed=0
|IssueLevel=1
|Description=Adding a more precise description to the above mentioned "Dull Graphics". This is because there are no post-processing effects present in GSdx hardware mode. (Disabled in the plugin, because of rendering errors and slowdowns) Because of the heavy use of these effects, the gaming experience is not as good as it is originally intended. Also some night levels are more darker because of the lack of post processing. Plus no shadows on the characters.
|Workaround=Switch to software mode. This enables all effects. Some minor glitches with the shadows though. Beware that this mode is CPU heavy!
}}
 
{{Issue
|IssueName=Dull Graphics
|IsFixed=1
|IsFixed=1
|IssueLevel=1
|IssueLevel=1
|Description=This game only looks normal when using the ZZogl GS plugin, not the GSDX or ZeroGS plugins. But ZZogl is slow on this game. GSdx has improved the game but not quite close to it yet.
|Description=The grapics look very bland, some night levels are darker than normal because of the lack of post processing. And characters lack shadows.
|Workaround=The game looks good with GSdx in v1.5.0 git builds. For ZZogl use revision r186 and enable the '''No targets CLUT''' and '''full 16 bit res''' options for the best results.
|Workaround=The issue has been resolved in v1.5.0 git builds.
}}
}}


ninja
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