User:Akasha

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Akasha

NTSC-U (Greatest Hits) cover
Game general and emulation properties:
CERO rating: A
ESRB rating: E (Mild Lyrics)
PEGI rating: 3+
OFLC rating: G
GRB rating: ALL
Game supports steering wheel
Widescreen supported natively
Progressive scan supported
CPU intensive game
Supports up to two local players
Supported up to six LAN/online players
Languages supported:
English: SCES-51719 & SCUS-97328
Japanese: SCPS-17001 & SCPS-19252
German: SCES-51719
French: SCES-51719
Spanish: SCES-51719
Italian: SCES-51719
Simplified Chinese: SCCS-60002
Traditional Chinese: SCAJ-30007
Korean: SCKA-30001
Region NTSC-U:
Serial numbers: SCUS-97328
Release date: February 22, 2005
March 1, 2006 (Greatest Hits)
CRCs: 77E61C8A, 33C6E35E
Windows Status: Playable
Linux Status: Playable
Mac Status: ?
Region PAL:
Serial numbers: SCES-51719
SCES-51719/P (Platinum)
Release date: March 9, 2005
May 5, 2006 (Platinum)
CRCs: 44A61C8F
Windows Status: Playable
Linux Status: Playable
Mac Status: ?
Region NTSC-J/C/K:
Serial numbers: SCPS-17001
PBPX-95601 (PlayStation 2 Racing Pack)
SCKA-30001
SCPS-19252 (PlayStation 2 the Best)
SCKA-30004 (BigHit Series)
SCAJ-30006
SCAJ-30007
SCAJ-30008
SCCS-60002 (Review copy)
Release date: December 28, 2004
March 10, 2005 (Korea)
July 6, 2006 (PlayStation 2 the Best)
September 21, 2006 (BigHit Series, Korea)
CRCs: AEAD1CA3 (J)
7ABDBB5E (CH)
Windows Status: Playable
Linux Status: Playable
Mac Status: ?

Developer(s): Polyphony Digital
Publisher(s): SCEI (JP, AS, KO), SCEA (US), SCEE (EU)
Genre: Racing
Wikipedia: Link
Game review links: IGN9.5/10, Metacritic89/100, GameSpot8.9/10, Eurogamer8/10
Game description: 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.
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.



Test configurations on Windows:


Environment Configurations Comments Tester
Region OS CPU/GPU Revision Graphics Sound/Pad
NTSC-U Windows 7
  • Intel Core2 Duo E8400 @ 3.60 GHz
  • NVIDIA GeForce GTX 260
0.9.9 (r4878)
  • Speedhacks:
    • EE Cyclerate: 3
    • Enable INTC Spin Detection
    • Enable Wait Loop Detection
    • mVU Flag Hack: Enabled
GSdx (r4873)
  • SPU2-X (r4872)
  • LilyPad (r4484)
• The MTVU hack may increase speed in quad core CPUs. This varies in dual-core CPUs as it may increase depending on the race but may cause slowdown in others.

• Other hacks can cause crashes or the game won't boot. This game requires a ton of personal tinkering to get it to run decent.This game also has very, VERY high system requirements (expect to use at least an i5 or an FX 6300 above). Don't expect a smooth or stable game. Slowdowns are heavy and very prevalent. It mostly depends on track, the lighting and the amount of cars on screen. • EE Cyclerate can give speedup during the races, but may also cause slowdown to the track-selection screens where videos are shown at the background. • The "Allow 8-bit textures" in GSdx may help with speed a bit more and maybe reduce the VRAM slowdowns. • If you are using software mode and have 4 cores or more (this includes hyperthreaded cores, as PCSX2 takes advantage of this), set the "extra software threads" to the amount of total threads in your CPU minus one (4 cores, threads to "3", 8 cores, threads to "7", etc.). This can provide a noticeable speedup in any game running in software mode, but beware that only native resolution can be used.

Machina
NTSC-U Windows
  • Intel Core i7 @ 3.40 GHz
  • NVIDIA GeForce GTX 285 @ 768 MB
1.1.0 (r5480) GSdx SSE4 (r5442)
  • SPU2-X 2.0.0
  • LilyPad 0.11.0
Runs near full speed.
NTSC-J Windows
  • Intel Core i5-3330 @ 3.00 GHz
  • AMD Radeon HD 6850
1.1.0 (svn r5832) GSdx
  • SPU2-X
  • ?
USA v02.20(10/02/2006), Can be hard for CPU and GPU. Can have some glitches in Hardware mode in the races, but Software mode is fine.
NTSC-U Windows 7 x64
  • Intel Core i7 @ 3.40 GHz
  • AMD Radeon R9 290X @ 4 GB
1.2.1 r5875 GSdx 0.1.16 (r5875)

<spoiler show="Settings" hide="Hide">

  • Renderer: Direct3D10 (Hardware)

</spoiler>

  • SPU2-X (r5875)
  • LilyPad 0.11.0 (r5875)
BIOS v2.00, Game runs fine at 5x Native resolution. Some slight hiccups/slowdown in the menus. One weird glitch I saw was on dirt tracks, the plumes of dirt seem to be transparent and can be seen through hills and can be seen coming out of the middle of the back of the car. Still use recommended hacks for maximum performance. Zrooney
NTSC-U Windows 7
  • Intel Core2 Duo E7500 @ 2.93 GHz
  • NVIDIA GeForce GT 630 @ 1 GB
1.2.1 (2014-02-02)

<spoiler show="Settings" hide="Hide">

  • Speedhacks:
    • EE Cyclerate: 3
    • VU Cycle Stealing: 0
    • Enable INTC Spin Detection
    • Enable Wait Loop Detection
    • mVU Flag Hack: Enabled

</spoiler>

GSdx 0.1.16

<spoiler show="Settings" hide="Hide">

  • Renderer: Direct3D10 (Hardware)

</spoiler>

  • SPU2-X
  • ?
Great FPS at the menus, bad FPS at races or showing cars. Slowmotion FPS at the races, almost unplayable. Berto
PAL Windows 7
  • AMD FX 4100 @ 4.00 GHz
  • AMD Radeon HD 7870 @ 2 GB
1.2.1.(r5873)

<spoiler show="Settings" hide="Hide">

  • Speedhacks:
    • EE Cyclerate: 2
    • VU Cycle Stealing: 1
    • mVU Flag Hack: Enabled
    • MTVU: Enabled

</spoiler>

GSdx SSE4 (r5875)
  • SPU2-X
  • LilyPad 0.11.0 (r5822)
60+ FPS in menus but drops below 45~50 in races or licence tests. With speedhacks the frame rates are pretty stable, 55~60 FPS in races with multiple cars. KX64
NTSC-U Windows 8.1
  • AMD A8-6600K @ 4.40 GHz
  • AMD Radeon R9 270X
1.3.0

<spoiler show="Settings" hide="Hide">

  • Speedhacks:
    • EE Cyclerate: 1
    • VU Cycle Stealing: 1
    • Enable INTC Spin Detection
    • Enable Wait Loop Detection
    • mVU Flag Hack: Enabled
    • MTVU: Enabled

</spoiler>

GSdx

<spoiler show="Settings" hide="Hide">

  • Renderer: Direct3D11 (Software)

</spoiler>

  • SPU2-X
  • ?
Ran with 60 FPS Apihl1000
PAL Windows
  • Intel Core i5-4690 @ 3.50 GHz
  • MSI GeForce GTX 750 Ti 2GD5/OCV1 @ 2 GB
1.3.1 (svn 2015-06-18) GSdx32 SSE4
  • SPU2-X
  • ?
Runs above full speed. Needed to set EE clamping mode manually to full so the text that says the time between you and the first car to display correctly. Looks like this needs to be added to game fixes GameIndex.dbf so it can auto change the EE clamping mode to full. Some rare random slowdowns that happened randomly in the races, no specific reason but in last less than a second. Other than that the game works perfect.
NTSC-U Windows 7
  • Intel Core i5-2500K @ 4.80 GHz
  • ASUS GeForce GTX 970 @ 4 GB
1.4.0 GSdx32 SSE4

<spoiler show="Settings" hide="Hide">

  • Renderer: Direct3D11 (Hardware)
  • Internal Resolution: 4x Native
  • Anisotropic Filtering: 4x
  • CRC Hack Level: Full
  • Shader Configuration:
    • FXAA: Enabled
    • Shadeboost: Enabled
  • Hardware Hacks:
    • MSAA: 2x

</spoiler>

  • SPU2-X 2.0.0
  • Qemu USD driver 0.4.3 (G25)
All other graphic options are default. Game runs smoother than on the real PS2. Besides problem with licence test crashing everything works perfect. I did notice licence test uses way more RAM than actual races, and I crashed when I ran out of RAM in certain tests. Other than that it's perfect. (at 4x native with MSAA and AF enabled, I'm peaking at 10+ GB of RAM usage) Infini
PAL Windows XP (SP3)
  • Intel Core2 Quad Q9650 @ 3.00 GHz
  • NVIDIA GeForce GTX 560
v1.5.0 (dev-2016-01-26)

<spoiler show="Settings" hide="Hide">

  • Speedhacks:
    • EE Cyclerate: 0
    • VU Cycle Stealing: 2
    • Enable INTC Spin Detection
    • Enable Wait Loop Detection
    • mVU Flag Hack: Enabled
    • MTVU: Enabled
  • EE/IOP:
    • Clamping Mode: Full
  • VUs:
    • Clamping Mode: Extra

</spoiler>

GSdx SSE4 (2016-01-26)

<spoiler show="Settings" hide="Hide">

  • Interlacing: Bob tff
  • Internal Resolution: 2x Native (or 1920x1080 CR)
  • Texture Filtering: Bilinear (Forced)
  • Allow 8-Bit Textures
  • CRC Hack Level: Full
  • Shader Configuration:
    • Shadeboost: Enabled (40, 100, 65)
  • Hardware Hacks:
    • Half-Pixel Offset
    • Align Sprite

</spoiler>

  • SPU2-X (2016-01-26)
  • ?
On some menus, a minor slowdown occurs (ca. 2–4 FPS). On normal racetracks, FPS stays around 50 (PAL), but on more graphically-intensive tracks like street circuits, slowdowns can be slight (ca. 5–18 FPS) on Single Race / 2-players mode. On Time-trials, minor slowdown may occur on tracks like that (ca. 2–5 FPS). On Software-mode: Usually about 10 FPS slower than hardware-rendering (with 4 threads). Other bugs: a red flash occur at every race start, but shade boost tones it down. Lower edges on menus may have white lines. Titus03
NTSC-U Windows 10 x64
  • Intel Xeon X5650 @ 3.00 GHz (2)
  • MSI GeForce GTX 1050 Ti OC @ 4 GB
v1.5.0 (dev-2017-09-17)

<spoiler show="Settings" hide="Hide">

  • Speedhacks
    • EE Cyclerate: 0
    • VU Cycle Stealing: 0
    • Enable INTC Spin Detection
    • Enable Wait Loop Detection
    • mVU Flag Hack: Enabled
    • MTVU: Enabled

</spoiler>

GSdx SSE4.1 (2017-09-17)

<spoiler show="Settings" hide="Hide">

  • Renderer: OpenGL
  • Interlacing: Bob tff
  • Internal resolution: 2x Native
  • Texture Filtering: Bilinear (PS2)
  • Allow 8-bit Textures
  • CRC Hack Level: Partial

</spoiler>

  • SPU2-X 2.0.0 (2017-09-17)
Game starts fine. Menus run well save for some choppiness, especially during transitions and when loading car models. License tests require more cycles & RAM usage than regular races, seeming to cause upwards of 10 FPS slowdown in some cases. Would probably get better/more stable performance with further tweaks. Interestingly having 12 cores seems to make little difference to performance from a threading standpoint. starkeysuper64
NTSC-U Windows 10 64-bit (build 16299)
  • Intel Core i3-4160 @ 3.60 GHz
  • Asus GeForce GTX 750 OC Edition @ 2 GB
1.5.0 (dev 2017-12-08)

<spoiler show="Settings" hide="Hide">

  • Speedhacks:
    • EE Cyclerate: 3
    • VU Cycle Stealing: 0
    • mVU Flag Hack: Enabled
    • MTVU: Enabled

</spoiler>

GSdx AVX2 (2017-12-28)

<spoiler show="Settings" hide="Hide">

  • Interlacing: Bob tff
  • Internal Resolution: Custom (1366x768)
  • Texture Filtering: Bilinear (PS2)
  • Allow 8-Bit Textures
  • Large Framebuffer
  • Mipmapping (Ins): Full
  • CRC Hack Level: Full
  • Hardware Hacks:
    • Half-Pixel Offset (Special)
    • Align Sprite
    • TC Offset X = 385
    • TC Offset Y = 187

</spoiler>

  • SPU2-X 2.0.0
  • LilyPad 0.12.1
Runs perfectly well, albeit with a lag spike of 10-15 FPS at about the end of some tracks. Menu-wise, every time a menu changes, the screen fades and goes down with an angle. The car models are blurry, though that might be because of random tweaking. Tested on the most intensive track I could find, Las Vegas Drag Strip, in a BMW M3 GTR Race Car and it stayed at 60 FPS. Photo mode works but its a blur when taking pictures and the photo looks lifeless due to color degradation. ZestoOnyx
NTSC-U Windows 8.1
  • AMD FX-6300 @ 4.4 GHz
  • AMD Radeon HD 7870
1.5.0

<spoiler show="Settings" hide="Hide">

  • Speedhacks:
    • EE Cyclerate: 2
    • VU Cycle Stealing: 1
    • MTVU: ✓
    • mVU Hack: ✓
  • EE/IOP:
    • Clamping mode: Full
  • VU:
    • Clamping mode: Extra

</spoiler>

GSdx 1.1.0 AVX

<spoiler show="Settings" hide="Hide">

  • Renderer: Direct3D11 (Hardware)

</spoiler>

  • SPU2-X 2.0.0
  • LilyPad 0.12.1
  • Qemu USB Driver 0.4.3 (Logitech G29)
Runs at full speed. Using above 3X native gives weird stuttering issues. Using 480p mode with Shadeboost enabled to compensate. At these settings the game is absolutely stable: Renderer: Direct3D11 (Hardware), Interlacing (F5): Bob tff, Texture Filtering: Bilinear (PS2), Internal Resolution: 3x Native, Anisotropic Filtering: 16x, Mipmapping: Basic (Fast), CRC Hack Level: Automatic (Default), (✓) Allow 8-Bit Textures. EE/IOP: Clamping Mode "Full", VU: Clamping mode "Extra". License tests require these two to be at their stock settings. lolled132
NTSC-U Windows 10
  • AMD Ryzen 5 3600 @ 3.9 GHz
  • Nvidia GeForce GTX 1070 @ 8 GB
1.6.0

<spoiler show="Settings" hide="Hide">

  • Speedhacks:
    • EE Cyclerate: 0
    • VU Cycle Stealing: 0
    • MTVU: ✓
    • mVU Hack: ✓
  • EE/IOP:
    • Clamping mode: Normal
  • VU:
    • Clamping mode: Normal

</spoiler>

GSdx 1.2.0 AVX2

<spoiler show="Settings" hide="Hide">

  • Renderer: Direct3D11 (Hardware)
  • Interlacing: Bob tff
  • Internal resolution: 3x Native
  • Texture Filtering: Bilinear (PS2)
  • Allow 8-bit Textures
  • CRC Hack Level: Full
  • FXAA Shader

</spoiler>

  • SPU2-X 2.0.0
  • LilyPad 0.12.1
Runs at full speed. Using 480p. render scaling is at 3x and it very rarely stutters for a second or two, VRAM usage goes up to 3.5GB. License tests and everything works perfectly in version 1.6.0. TurboSonic
NTSC-U Windows 10 LTSC 1809 (17763)
  • Intel Core i7-9700K
  • EVGA GeForce RTX 2060 SUPER XC ULTRA
1.6.0

<spoiler show="Settings" hide="Hide">

  • Speedhacks
    • MTVU: Enabled

</spoiler>

GSdx32-AVX2 1.2.0

<spoiler show="Settings" hide="Hide">

  • Renderer: OpenGL (Hardware)
  • Interlacing: Bob tff
  • 8-Bit Textures: Allowed
  • Internal Resolution: 4x Native

</spoiler>

  • Spu2-X 2.0.0
  • LilyPad 0.12.1
BIOS: USA v01.60 (07/02/2002). 60 FPS 100% of the time for both menus and sim; tracked using RTSS. Runs smooth without any issues. No drops in FPS, stutters, etc. anywhere. Any settings I didn't note to the left are at default/recommended. Game works perfectly with a Microsoft Xbox 360 Wireless Controller for Windows. Strayborne
NTSC-J Windows 10
  • AMD Ryzen 5 3500X
  • AMD RX 480 8GB
1.7.0 beta 32-bit GSdx32-AVX2 1.2.0
  • Integrated into PCSX2 emulator
Runs at full speed, both software and hardware mode. Note that GSDX hardware mode had a graphical bug where the wheel rims are being offset, resulting a shaky wheel when viewed under replay, software mode are unaffected. Meanwhile, software mode requires a strong CPU with at least 6 core and above to emulate properly, CPU usage on all cores are at about 50%-60%. License test bug happens on license iB-5 where you may require to disable automatic gamefixes first. Also, be warned that continuous loading savestate will causing the game unable to perform save, citing the game save is corrupt. You can only fix this issue by deleting GT4 game save from memcard browser and load the savestate and save the game, but you will lose all cars except the current one that you had drive. amirzaim
NTSC-U Windows 10
  • AMD Ryzen 5 3600 @ 3.6 GHz
  • NVIDIA GeForce GTX 1660 SUPER
1.7.0 (dev-1545)

<spoiler show="Settings" hide="Hide">

  • Speedhacks:
    • EE Cyclerate: 0
    • VU Cycle Stealing: 0
    • mVU Flag Hack: ✓
    • MTVU: ✓

</spoiler>

GSdx

<spoiler show="Settings" hide="Hide">

  • Renderer: OpenGL
  • Internal Resolution: 4x Native
  • Anisotropic Filtering: 16x
  • Blending Accuracy: Basic
  • Conservative Buffer Allocation: ✓

--- HW Hacks ---

  • Skipdraw: 1 x 1

</spoiler>

SPU2-X 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. CynicMimic
NTSC-U Windows 10
  • AMD Ryzen 5 2600 @ 3.4 GHz (8GB 2133MHz RAM)
  • NVIDIA GeForce GTX 1660 Ti
1.7.0 (dev-2622)

<spoiler show="Settings" hide="Hide">

  • EE/IOP:
    • Clamping mode: Full
  • VU:
    • Clamping mode: Extra + Preserve Sign
  • Speedhacks:
    • EE Cyclerate: 2
    • EE Cycle Skipping: 0
    • mVU Flag Hack: ✓
    • MTVU: ✓

</spoiler>

GSdx-AVX2

<spoiler show="Settings" hide="Hide">

  • 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: ✓

</spoiler>

Integrated

<spoiler show="Settings" hide="Hide">

  • Interpolation: 5 - Gaussian

</spoiler>

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. deadnoises
PAL Windows 11
  • Intel Core i7-6700 @ 3.40 GHz (8GB 2400MHz RAM)
  • NVIDIA GeForce GTX 750 2GB
1.7.0 (dev-3242)

<spoiler show="Settings" hide="Hide">

  • EE/IOP:
    • Clamping mode: Full
  • VU:
    • Clamping mode: Extra + Preserve Sign
  • Speedhacks:
    • EE Cyclerate: 0
    • EE Cycle Skipping: 0
    • mVU Flag Hack: ✓
    • MTVU: ✓

</spoiler>

GSdx-SSE4

<spoiler show="Settings" hide="Hide">

  • 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: ✓

</spoiler>

Integrated

<spoiler show="Settings" hide="Hide">

  • Interpolation: 5 - Gaussian

</spoiler>

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. AdM1
PAL Windows 11
  • AMD Ryzen 3600 @ 3.6 GHz
  • NVIDIA GeForce 1050 Ti 4GB
1.7.3371

<spoiler show="Settings" hide="Hide">

  • 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"

</spoiler>

AVX2

<spoiler show="Settings" hide="Hide">

  • 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

</spoiler>

Integrated

<spoiler show="Settings" hide="Hide">

  • Expansion: Surround 5.1

</spoiler>

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. Dandelion Sprout
PAL Windows 10
  • Intel Xeon E5-1680 v3 @ 3.2 GHz
  • NVIDIA GeForce RTX 2080 Ti
1.7.4452

<spoiler show="Settings" hide="Hide">

  • 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

</spoiler>

AVX2

<spoiler show="Settings" hide="Hide">

  • 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)

</spoiler>

Integrated Fully playable as I tested. The game looks slightly blurry regardless of interlacing method. L2V14TH4N


Test configurations on Linux:

Environment Configurations Comments Tester
Region OS CPU/GPU Revision Graphics Sound/Pad
? Kubuntu 12.04 x64
  • Intel Core i3-2100 @ 3.10 GHz
  • NVIDIA GeForce 8800GT
1.0.0 GSdx 0.1.16
  • SPU2-X 2.0.0
  • ?
Only problem is that in a race it is too slow (20-30 FPS) and the game doesn't work with frame skipping. With hardware video acceleration enabled in GSdx, it is twice as slow. The problem seems to be the CPU. T-dome
NTSC-U Fedora 22 x64
  • AMD Phenom II X4 940 @ 3.00 GHz
  • GeForce GT 730 (358.16 driver)
1.4.0 GSdx 1.0.0
  • SPU2-X 2.0.0
  • OnePAD 1.1.0
50% speed with hardware accel. 25% with software. playable otherwise. kerpal
NTSC-U Debian 9.3 x64
  • AMD Ryzen 5 1600
  • GeForce GT 730 (375.82 driver)
1.4.0 GSdx 1.0.0
  • SPU2-X 2.0.0
  • OnePAD 1.1.0
mostly 100% speed with hardware acceleration at native resolution. some occasional slowdowns but not often. very playable but the audio buzzes a bit. kerpal
PAL Ubuntu 17.04 x64
  • Intel Core i5-4670 @ 3.40 GHz
  • VGA compatible controller: Intel Corporation Xeon E3-1200
1.5.0~git201708311541 GSdx (GCC 6.3.0, SSE2) 1.0.0 SPU2-X 2.0.0 Full speed at native resolution. Black screen at higher resolution. Marc
NTSC-U Debian 9.3 x64
  • AMD Ryzen 5 1600
  • GeForce GT 730 (375.82 driver)
1.5.0-git20171209-2234 GSdx 1.1.0
  • SPU2-X 2.0.0
  • OnePAD 1.3.0
100% speed with hardware acceleration at native resolution. significantly less slowdowns than pcsx2 1.4.0. audio also renders much more cleanly with SDL/alsa. extremely playable. kerpal
NTSC-U Arch Linux
  • AMD Ryzen 5 3600
  • AMD Radeon RX Vega 56
1.7.0 (dev-13 g8bf6ba144)

<spoiler show="Settings" hide="Hide">

  • EE/IOP:
    • Clamping Mode: Full
  • VUs:
    • Clamping Mode: Extra
  • Speedhacks:
    • mVU Flag Hack: ✓
    • MTVU: ✓

</spoiler>

GSdx 1.2.0 AVX2

<spoiler show="Settings" hide="Hide">

  • Renderer: OpenGL (Hardware)
  • Internal Resolution: 5x Native
  • Interlacing: Bob tff
  • Texture Filtering: Bilinear (PS2)
  • Anisotropic Filtering: 4x
  • CRC Hack Level: Partial

</spoiler>

  • SPU2-X 2.0.0
  • OnePAD 1.3.0
Some Licence Center tests (B-3 being the first) will crash if you don't set both Clamping Mode settings to "Normal". Unfortunately using "Normal" causes some graphical issues so you'll have to change the settings for your Driver's Licence tests and then swap back to "Full" and "Extra" for the rest of the game (see my settings). Other than that, I haven't found any issues. Bizlab
NTSC-J Arch Linux
  • AMD Ryzen 5 3600
  • AMD Radeon RX Vega 56
1.7.0 (dev-13 g8bf6ba144)

<spoiler show="Settings" hide="Hide">

  • EE/IOP:
    • Clamping Mode: Full
  • VUs:
    • Clamping Mode: Extra
  • Speedhacks:
    • mVU Flag Hack: ✓
    • MTVU: ✓

</spoiler>

GSdx 1.2.0 AVX2

<spoiler show="Settings" hide="Hide">

  • Renderer: OpenGL (Hardware)
  • Internal Resolution: 5x Native
  • Interlacing: Bob tff
  • Texture Filtering: Bilinear (PS2)
  • Anisotropic Filtering: 4x
  • CRC Hack Level: Partial

</spoiler>

  • SPU2-X 2.0.0
  • OnePAD 1.3.0
Some Licence Center tests (B-3 being the first) will crash if you don't set both Clamping Mode settings to "Normal". Unfortunately using "Normal" causes some graphical issues so you'll have to change the settings for your Driver's Licence tests and then swap back to "Full" and "Extra" for the rest of the game (see my settings). Same setup as the NTSC-U test. Didn't test the game that much, but I'm assuming there are no region specific issues. Bizlab
NTSC-U KDE Neon (Ubuntu 20.04)
  • AMD FX-6300
  • AMD Radeon RX 570
1.5.0

<spoiler show="Settings" hide="Hide">

  • EE/IOP:
    • Clamping Mode: Full
  • VUs:
    • Clamping Mode: Extra
  • Speedhacks:
    • EE Cycle rate: -3
    • EE Cycle Skipping: 3
    • mVU Flag Hack: ✓
    • MTVU: × (unchecked)

</spoiler>

GSdx 1.1.0 AVX

<spoiler show="Settings" hide="Hide">

  • Renderer: OpenGL (Hardware)
  • Internal Resolution: 3x Native (Can go higher. But for speed and quality's sake, 1080 is good enough for this game.)
  • Interlacing: Auto
  • Texture Filtering: Nearest
  • Anisotropic Filtering: off
  • Blending Unit Accuracy: None (Fastest)
  • CRC Hack Level: Partial
  • Mipmapping (insert): Off

</spoiler>

  • SPU2-X 2.0.0
  • Syncronization Mode: Async Mix
  • OnePAD 2.0.0
Mostly stays at a steady 60 fps during the races. The odd drop will occur. George V Paris (which seems to be one of the hardest to emulate) race track works fine at full 60 fps; but there will be the odd drop again to about 50 or even 47 fps. Otherwise, pretty playable. Funny how this is a CPU intensive game. But apparently the lower EE Cycle rate, higher the EE Skipping rate and without MTVU enabled, the better the game performs (At least in my case). However, there will be screen shaking. To reduce that, go in the game options and under "Screen," change the screen to "HDTV 1080i." That should reduce the screen shaking during a race. But when going through some menus like selecting a race course, there will be screen shaking. Otherwise, the game works decently enough to play. Dreaper
PAL SteamOS 3.5.7
  • AMD Custom APU (Steam Deck)
  • AMD Custom APU (Steam Deck)
1.7.5034

<spoiler show="Settings" hide="Hide">

  • EE/IOP:
    • Clamping Mode: Full

</spoiler>

OpenGL (Hardware) N/A 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. LevelDown280


Trivia

  • Original names: グランツーリスモ4 (SCPS-17001) & (SCPS-19252), 跑車浪漫旅4 (SCAJ-30007), 跑车浪漫旅 4 (SCCS-60002), 그란 투리스모 4 (SCKA-30001)
  • Information and reports of demo versions of this game can be found here.


Fixed Issues

Missing/flickering textures

  • Status: Fixed
  • Type: Minor
  • Description: Missing ground textures and/or textures in the distance flicker.
  • Workaround: Go to Config -> Video (GS) -> Plugin Settings, and set Renderer to any of the "(Software)" options. Then Make sure the Mipmapping option is checked at Software Mode Settings.

Garbage on bottom and right screen edges

  • Status: Fixed
  • Type: Minor
  • 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 or for Nightly 1.7 builds crop 5px all around to fix the issue.

Shaky wheel rims seen during replay

  • Status: Fixed
  • Type: Minor
  • 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.

Out of VRAM crashes

  • Status: Fixed
  • Type: Major
  • 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: No longer an issue as of v1.7.3171.

Demo races do not work

  • Status: Fixed
  • Type: Minor
  • Description: Demonstrations return back to the menu as soon as they start.
  • 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.

Effects visible through objects

  • Status: Fixed
  • Type: Minor
  • 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".
    • Alternate workaround: Use software rendering.

Game doesn't load past copyright screen.

  • Status: Fixed
  • Type: Major
  • Description: Due to dual layer issues the game might not load past the copyright screen.
  • Workaround:
  1. As of March 2016 this issue has been fixed on the latest v1.5.0 development builds.
  2. For older versions use patch supplied at the compatibility list on the forums (see bottom of the page for links). Though this will disable all in game videos (including the background of the main menu).

Improper interlacing

  • Type: Note (not an issue)
  • Description: The interlacing in-game is improper and "shakes".
  • Workaround: Change the interlacing mode in GSdx to "Bob tff" to correct improper interlacing.

Garbage photos

  • Status: Fixed
  • Type: Serious
  • 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.

<spoiler show="Show Example Image" hide="Hide">

</spoiler>

Whole screen garbage

  • Status: Fixed
  • Type: Serious
  • Description: During events, the 3D area of the screen is obscured by garbage graphics.
  • Workaround:
  1. This issue can been fixed in the latest v1.5.0 development builds as of May 2016 (see issue below).
  2. For older versions: In-game during an event press the start button, go to Screen and set Brightness to 0. Or from the main menu of the game, go to Options -> Picture Quality, and set Brightness to 0.
  3. For older NTSC versions: Change the display in game config to "Normal", then you can set the brightness to 5 without the broken graphics and also have a correct image.

Broken in-game screen options

  • Status: Fixed
  • Type: Minor
  • 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.

License missions don't load in the PAL version

  • Status: Fixed
  • Type: Serious
  • Description: When loading a license mission in the PAL version, the emulator crashes with the error message FQC = 0 on VIF FIFO READ!
  • Workaround: In Settings → System, set the Emotion Engine clamping to something lower than Full.

In-race notifications don't show up

  • Status: Fixed
  • Type: Minor
  • 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.

Gameplay Screenshots


Public compatibility forum links