Gran Turismo 4: Difference between revisions
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|japan_rating = A | |japan_rating = A | ||
<!-- Language props --> | <!-- Language props --> | ||
|chinese | |simplified chinese = SCCS-60002 | ||
|traditional chinese = SCAJ-30007 | |||
|italian = SCES-51719 | |italian = SCES-51719 | ||
|spanish = SCES-51719 | |spanish = SCES-51719 | ||
Line 54: | Line 55: | ||
|releasedateNTSCJ = December 28, 2004<br />March 10, 2005 <small>(Korea)</small><br />July 6, 2006 <small>(PlayStation 2 the Best)</small><br />September 21, 2006 <small>(BigHit Series, Korea)</small> | |releasedateNTSCJ = December 28, 2004<br />March 10, 2005 <small>(Korea)</small><br />July 6, 2006 <small>(PlayStation 2 the Best)</small><br />September 21, 2006 <small>(BigHit Series, Korea)</small> | ||
|statusNTSCJ = 2 | |statusNTSCJ = 2 | ||
|linuxstatusNTSCJ = | |linuxstatusNTSCJ = 2 | ||
|macstatusNTSCJ = | |macstatusNTSCJ = | ||
}} | }} | ||
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|Comments=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. | |Comments=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. | ||
|Tester=kerpal | |Tester=kerpal | ||
}} | |||
{{TestingEntry | |||
|Status=2 | |||
|Region=NTSC-U | |||
|OS=Arch Linux | |||
|CPU=AMD Ryzen 5 3600 | |||
|GPU=AMD Radeon RX Vega 56 | |||
|Revision=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> | |||
|Graphics=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> | |||
|Sound= | |||
* SPU2-X 2.0.0 | |||
* OnePAD 1.3.0 | |||
|Comments= | |||
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. | |||
|Tester=Bizlab | |||
}} | |||
{{TestingEntry | |||
|Status=2 | |||
|Region=NTSC-J | |||
|OS=Arch Linux | |||
|CPU=AMD Ryzen 5 3600 | |||
|GPU=AMD Radeon RX Vega 56 | |||
|Revision=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> | |||
|Graphics=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> | |||
|Sound= | |||
* SPU2-X 2.0.0 | |||
* OnePAD 1.3.0 | |||
|Comments= | |||
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. | |||
|Tester=Bizlab | |||
}} | }} | ||
{{TestingFooter}} | {{TestingFooter}} | ||
Line 505: | Line 570: | ||
== Known Issues == | == Known Issues == | ||
{{Issue | {{Issue | ||
|IssueName= | |IssueName=Out of VRAM crashes | ||
|IsFixed=0 | |IsFixed=0 | ||
|IssueLevel=2 | |IssueLevel=2 | ||
|Description= | |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=<br> | |Workaround=<br> | ||
# | # PCSX2 versions released later than May 7th, 2016 should have much smaller VRAM spikes. | ||
# Make sure | # Make sure Large Framebuffer is disabled. | ||
# To avoid crashes at the start of | # To avoid crashes at the start of the first race of a play session, when on the loading screen with your car's name and tire types, wait for the loading circle to abruptly stop; this is a sign that you have run out of VRAM. Hit F9 to toggle between hardware and software rendering and wait a moment for it to respond. Once it changes renderers, wait for it go around a few more times, then hit F9 again to return to your desired renderer. This refreshes the emulation state of GSdx and clears the bad VRAM. If you notice that it never actually stalls out at all, you may still need to clear the VRAM and should hit F9 twice to do so before starting the race. | ||
# To reduce VRAM spikes further, Nvidia users can Force Enable Sparse Texture in GSdx Advanced settings & hacks. OpenGL only. | # To reduce VRAM spikes further, Nvidia users can Force Enable Sparse Texture in GSdx Advanced settings & hacks. OpenGL only. Note in 1.7.0 dev builds Sparse Texture may be broken and cause problems. | ||
}} | }} | ||
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|Description=Red and green garbage from the depth buffer renders through to the screen. | |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. | |Workaround=Go to Config -> Emulation Settings -> GS Window and set Zoom to 100.20. | ||
}} | |||
{{Issue | |||
|IssueName=Effects visible through objects | |||
|IsFixed=0 | |||
|IssueLevel=0 | |||
|Description=Car headlights, smoke and dust effects are seen through objects. | |||
|Workaround=Use software rendering. | |||
}} | }} | ||
Revision as of 19:45, 1 November 2020
Developer(s): Polyphony Digital
Publisher(s): SCEI (JP, AS, KO), SCEA (US), SCEE (EU)
Genre: Racing
Wikipedia: Link
Game review links: Metacritic: 89/100
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 |
|
0.9.9 (r4878)
<spoiler show="Settings" hide="Hide">
</spoiler> |
GSdx (r4873) |
|
• 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 |
|
1.1.0 (r5480) | GSdx SSE4 (r5442) |
|
Runs near full speed. | |
NTSC-J | Windows |
|
1.1.0 (svn r5832) | GSdx |
|
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 |
|
1.2.1 r5875 | GSdx 0.1.16 (r5875)
<spoiler show="Settings" hide="Hide">
</spoiler> |
|
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 |
|
1.2.1 (2014-02-02)
<spoiler show="Settings" hide="Hide">
</spoiler> |
GSdx 0.1.16
<spoiler show="Settings" hide="Hide">
</spoiler> |
|
Great FPS at the menus, bad FPS at races or showing cars. Slowmotion FPS at the races, almost unplayable. | Berto |
PAL | Windows 7 |
|
1.2.1.(r5873)
<spoiler show="Settings" hide="Hide">
</spoiler> |
GSdx SSE4 (r5875) |
|
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 |
|
1.3.0
<spoiler show="Settings" hide="Hide">
</spoiler> |
GSdx
<spoiler show="Settings" hide="Hide">
</spoiler> |
|
Ran with 60 FPS | Apihl1000 |
PAL | Windows |
|
1.3.1 (svn 2015-06-18) | GSdx32 SSE4 |
|
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 |
|
1.4.0 | GSdx32 SSE4
<spoiler show="Settings" hide="Hide">
</spoiler> |
|
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) |
|
v1.5.0 (dev-2016-01-26)
<spoiler show="Settings" hide="Hide">
</spoiler> |
GSdx SSE4 (2016-01-26)
<spoiler show="Settings" hide="Hide">
</spoiler> |
|
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 |
|
v1.5.0 (dev-2017-09-17)
<spoiler show="Settings" hide="Hide">
</spoiler> |
GSdx SSE4.1 (2017-09-17)
<spoiler show="Settings" hide="Hide">
</spoiler> |
|
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) |
|
1.5.0 (dev 2017-12-08)
<spoiler show="Settings" hide="Hide">
</spoiler> |
GSdx AVX2 (2017-12-28)
<spoiler show="Settings" hide="Hide">
</spoiler> |
|
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 |
|
1.5.0
<spoiler show="Settings" hide="Hide">
</spoiler> |
GSdx 1.1.0 AVX
<spoiler show="Settings" hide="Hide">
</spoiler> |
|
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 |
|
1.6.0
<spoiler show="Settings" hide="Hide">
</spoiler> |
GSdx 1.2.0 AVX2
<spoiler show="Settings" hide="Hide">
</spoiler> |
|
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 |
Environment | Configurations | Comments | Tester | ||||
---|---|---|---|---|---|---|---|
Region | OS | CPU/GPU | Revision | Graphics | Sound/Pad | ||
? | Kubuntu 12.04 x64 |
|
1.0.0 | GSdx 0.1.16 |
|
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 |
|
1.4.0 | GSdx 1.0.0 |
|
50% speed with hardware accel. 25% with software. playable otherwise. | kerpal |
NTSC-U | Debian 9.3 x64 |
|
1.4.0 | GSdx 1.0.0 |
|
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 |
|
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 |
|
1.5.0-git20171209-2234 | GSdx 1.1.0 |
|
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 |
|
1.7.0 (dev-13 g8bf6ba144)
<spoiler show="Settings" hide="Hide">
</spoiler> |
GSdx 1.2.0 AVX2
<spoiler show="Settings" hide="Hide">
</spoiler> |
|
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 |
|
1.7.0 (dev-13 g8bf6ba144)
<spoiler show="Settings" hide="Hide">
</spoiler> |
GSdx 1.2.0 AVX2
<spoiler show="Settings" hide="Hide">
</spoiler> |
|
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 |
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.
Known Issues
Out of VRAM crashes
- Status: Active
- Type: Severe
- 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:
- PCSX2 versions released later than May 7th, 2016 should have much smaller VRAM spikes.
- Make sure Large Framebuffer is disabled.
- To avoid crashes at the start of the first race of a play session, when on the loading screen with your car's name and tire types, wait for the loading circle to abruptly stop; this is a sign that you have run out of VRAM. Hit F9 to toggle between hardware and software rendering and wait a moment for it to respond. Once it changes renderers, wait for it go around a few more times, then hit F9 again to return to your desired renderer. This refreshes the emulation state of GSdx and clears the bad VRAM. If you notice that it never actually stalls out at all, you may still need to clear the VRAM and should hit F9 twice to do so before starting the race.
- To reduce VRAM spikes further, Nvidia users can Force Enable Sparse Texture in GSdx Advanced settings & hacks. OpenGL only. Note in 1.7.0 dev builds Sparse Texture may be broken and cause problems.
Missing/flickering textures
- Status: Active
- 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: Active
- 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.
Effects visible through objects
- Status: Active
- Type: Minor
- Description: Car headlights, smoke and dust effects are seen through objects.
- Workaround: Use software rendering.
Fixed Issues
Demo races do not work
- Status: Fixed
- Type: Minor
- Description: Demonstrations return back to the menu as soon as they start.
- Workaround: Update to the latest nightly version of PCSX2.
Effects visible through objects
- Status: Fixed
- Type: Minor
- Description: Car headlights, smoke and dust effects are seen through objects.
- Workaround: Update to the latest nightly version of PCSX2.
Game doesn't load past copyright screen.
- Status: Fixed
- Type: Severe
- Description: Due to dual layer issues the game might not load past the copyright screen.
- Workaround: Update to the latest nightly version of PCSX2.
Improper interlacing
- Type: Not an issue
- Description: The interlacing in-game is improper and "shakes".
- Workaround: Update to the latest nightly version of PCSX2.
Garbage photos
- Status: Fixed
- Type: Major
- Description: Garbage replaces the area in which the photo should be displayed.
- Workaround: Update to the latest nightly version of PCSX2.
Whole screen garbage
- Status: Fixed
- Type: Major
- Description: During events, the 3D area of the screen is obscured by garbage graphics.
- Workaround: Update to the latest nightly version of PCSX2.
Broken in-game screen options
- Status: Fixed
- Type: Minor
- Description: In-game brightness or contrast values do not work properly in-game.
- Workaround: Update to the latest nightly version of PCSX2.
Gameplay Screenshots
|
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