Crash Twinsanity: Difference between revisions

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|Revision=1.5.0-20190517234655
|Revision=1.5.0-20190517234655
|Graphics=GSdx 20190517234655 (MSVC 19.00 AVX2/AVX2) 1.1.0
|Graphics=GSdx 20190517234655 (MSVC 19.00 AVX2/AVX2) 1.1.0
<spoiler show="Settings" hide="Hide">
<!--
* Renderer: Open GL (Hardware)
* Renderer: Open GL (Hardware)
</spoiler>
-->
|Sound=
|Sound=
* Spu2-X.dll [SPU2-X 20190517234655 2.0.0]
* Spu2-X.dll [SPU2-X 20190517234655 2.0.0]
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|Comments=No noticeable bugs. Plays fine, framerate is solid.
|Comments=No noticeable bugs. Plays fine, framerate is solid.
|Tester=Hemporus01
|Tester=Hemporus01
}}
{{TestingEntry
|Status=2
|Region=PAL
|OS=Windows 11 23H2
|CPU=Intel Core i5-12400F
|GPU=Nvidia GeForce RTX 2080 Ti
|Revision=1.7.5564
|Graphics=Vulkan
|Sound=TimeStretch/Async Mix, Cubeb
|Comments=Works greatly, no known inaccuracies. (Default settings)
|Tester={{ForumUser|Sestain}}
}}
}}
{{TestingFooter}}
{{TestingFooter}}
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==Fixed issues==
==Fixed issues==
{{Issue
|IssueName=Line appears where Level of Detail boundary is
|IsFixed=1
|IssueLevel=0
|Description=A line is drawn at the normally invisible boundary where world elements pop in and out of the view. The game is normally supposed to draw a very soft and unnoticeable transparent layer to gently blur out distant world geometry. A previous bug fix prevents this effect from jamming up the screen with blocks of color, but still leaves behind the line on the boundary.
|Workaround=Patched in latest version, but otherwise can be rectified entirely by using Round Sprite: Half.
Note: If upscaling with an odd multiplier (x3, x5, x7), a different thin fixed line appears on objects, as if their vertices don't quite align. That one's unfixable. Stick with even upscale multipliers.
}}
{{Issue
{{Issue
|IssueName=Black horizontal stripes
|IssueName=Black horizontal stripes
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