Gran Turismo 4: Difference between revisions

Jump to navigation Jump to search
m
no edit summary
mNo edit summary
(47 intermediate revisions by 13 users not shown)
Line 1: Line 1:
{{infobox
{{infobox
|image            = Gt4.jpg
|image            = Gt4.jpg
|caption          =
|caption          = NTSC-U (Greatest Hits) cover
|developer        = [[Polyphony Digital]]
|developer        = [[Polyphony Digital]]
|publisher        = [[Sony|SCEI]] (JP, AS, KO), [[Sony|SCEA]] (US), [[Sony|SCEE]] (EU)
|publisher        = [[Sony|SCEI]] (JP, AS, KO), [[Sony|SCEA]] (US), [[Sony|SCEE]] (EU)
Line 7: Line 7:
|wikipedia        = [https://en.wikipedia.org/wiki/Gran_Turismo_4 Link]
|wikipedia        = [https://en.wikipedia.org/wiki/Gran_Turismo_4 Link]
|gamefaqslink      = [https://www.gamefaqs.com/ps2/561066-gran-turismo-4 Link]
|gamefaqslink      = [https://www.gamefaqs.com/ps2/561066-gran-turismo-4 Link]
|reviewlinks      = {{ReviewLink|[http://www.metacritic.com/game/playstation-2/gran-turismo-4 Metacritic]|89/100}}
|reviewlinks      = {{ReviewLink|[https://www.ign.com/games/gran-turismo-4 IGN]|9.5/10}}, {{ReviewLink|[http://www.metacritic.com/game/playstation-2/gran-turismo-4 Metacritic]|89/100}}, {{ReviewLink|[https://www.gamespot.com/reviews/gran-turismo-4-review/1900-6118988/ GameSpot]|8.9/10}}, {{ReviewLink|[https://www.eurogamer.net/articles/r_granturismo4_ps2 Eurogamer]|8/10}}
|gameinfo          = 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.<br />
|gameinfo          = 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.<br />
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.
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.
Line 18: Line 18:
|cpu-intensive    = 1
|cpu-intensive    = 1
|gpu-intensive    = 1
|gpu-intensive    = 1
|au_rating        = G
|eu_rating        = 3+
|eu_rating        = 3+
|na_rating        = E
|na_rating        = E
Line 24: Line 25:
|japan_rating      = A
|japan_rating      = A
<!-- Language props -->
<!-- Language props -->
|chinese           = SCAJ-30007 & SCCS-60002
|simplified chinese = SCCS-60002
|traditional chinese = SCAJ-30007
|italian          = SCES-51719
|italian          = SCES-51719
|spanish          = SCES-51719
|spanish          = SCES-51719
Line 54: Line 56:
|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    =
}}
}}
Line 389: Line 391:
}}
}}


{{TestingEntry
|Status=2
|Region=NTSC-U
|OS=Windows 10
|CPU=AMD Ryzen 5 3600 @ 3.9 GHz
|GPU=Nvidia GeForce GTX 1070 @ 8 GB
|Revision=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>
|Graphics=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>
|Sound=
* SPU2-X 2.0.0
* LilyPad 0.12.1
|Comments=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.
|Tester=TurboSonic
}}
{{TestingEntry
|Status=2
|Region=NTSC-U
|OS=Windows 10 LTSC 1809 (17763)
|CPU=Intel Core i7-9700K
|GPU=EVGA GeForce RTX 2060 SUPER XC ULTRA
|Revision=1.6.0
<spoiler show="Settings" hide="Hide">
* Speedhacks
** MTVU: Enabled
</spoiler>
|Graphics=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>
|Sound=
* Spu2-X 2.0.0
* LilyPad 0.12.1
|Comments=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.
|Tester=Strayborne
}}
{{TestingEntry
|Status=2
|Region=NTSC-J
|OS=Windows 10
|CPU=AMD Ryzen 5 3500X
|GPU=AMD RX 480 8GB
|Revision=1.7.0 beta 32-bit
|Graphics=GSdx32-AVX2 1.2.0
|Sound=
* Integrated into PCSX2 emulator
|Comments=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. 
|Tester=amirzaim
}}
{{TestingEntry
|Status=2
|Region=NTSC-U
|OS=Windows 10
|CPU=AMD Ryzen 5 3600 @ 3.6 GHz
|GPU=NVIDIA GeForce GTX 1660 SUPER
|Revision=1.7.0 (dev-1545)
<spoiler show="Settings" hide="Hide">
* '''Speedhacks:'''
** EE Cyclerate: 0
** VU Cycle Stealing: 0
** mVU Flag Hack: ✓
** MTVU: ✓
</spoiler>
|Graphics=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>
|Sound=SPU2-X
|Comments=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.
|Tester=CynicMimic
}}
{{TestingEntry
|Status=2
|Region=NTSC-U
|OS=Windows 10
|CPU=AMD Ryzen 5 2600 @ 3.4 GHz (8GB 2133MHz RAM)
|GPU=NVIDIA GeForce GTX 1660 Ti
|Revision=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>
|Graphics=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>
|Sound=Integrated
<spoiler show="Settings" hide="Hide">
* Interpolation: 5 - Gaussian
</spoiler>
|Comments= 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.
|Tester=deadnoises
}}
{{TestingFooter}}
{{TestingFooter}}


Line 459: Line 608:
|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
}}
{{TestingEntry
|Status=2
|Region=NTSC-U
|OS=KDE Neon (Ubuntu 20.04)
|CPU=AMD FX-6300
|GPU=AMD Radeon RX 570
|Revision=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>
|Graphics=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>
|Sound=
* SPU2-X 2.0.0
* Syncronization Mode: Async Mix
* OnePAD 2.0.0
|Comments=
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.
|Tester=Dreaper
}}
}}
{{TestingFooter}}
{{TestingFooter}}
Line 470: Line 720:
== Known Issues ==
== Known Issues ==
{{Issue
{{Issue
|IssueName=Heavy crashing
|IssueName=Out of VRAM crashes
|IsFixed=0
|IsFixed=0
|IssueLevel=2
|IssueLevel=2
|Description=PCSX2 crashes during or at the start of a race, often with GSdx Out of memory warnings in the log.
|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>
# In recent PCSX2 GIT revisions as of May 7th, 2016, VRAM spikes have been greatly reduced.
# PCSX2 versions released later than May 7th, 2016 should have much smaller VRAM spikes.
# Make sure you have "Large Framebuffer" disabled on the recent GIT revisions as it can amplify the VRAM spikes when enabled.
# Make sure Large Framebuffer is disabled.
# To avoid crashes at the start of an event, temporarily switch to the Sofware Renderer by pressing F9.
# 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.
}}
}}


{{Issue
|IssueName=Missing/flickering textures
|IsFixed=0
|IssueLevel=0
|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.
}}


{{Issue
{{Issue
Line 489: Line 746:
|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.
}}
}}
== Fixed Issues ==


{{Issue
{{Issue
|IssueName=Missing/flickering textures
|IssueName=Shaky wheel rims seen during replay
|IsFixed=1
|IsFixed=0
|IssueLevel=0
|IssueLevel=0
|Description=Missing ground textures and/or textures in the distance flicker.
|Description=Wheel rims are being offset during upscaling, resulting the wheel rims are out of alignment and shaky when seen during replay
|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.
|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.
}}
}}
== Fixed Issues ==


{{Issue
{{Issue
Line 515: Line 771:
|Description=Car headlights, smoke and dust effects are seen through objects.
|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".
|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.
}}
}}


Line 568: Line 825:


== Gameplay Screenshots ==
== Gameplay Screenshots ==
<gallery widths="175px" heights="100px">
<gallery>
Gran_Turismo_4_Forum_1.jpg
File:Gt41-cynicmimic.jpg|v1.7.0 dev-1545, 6x Native Resolution (2160p), FXAA, 16xAF
Gran_Turismo_4_Forum_2.jpg
File:Gt42-cynicmimic.jpg|v1.7.0 dev-1545, 6x Native Resolution (2160p), FXAA, 16xAF
Gran_Turismo_4_Forum_3.jpg
File:Gt43-cynicmimic.jpg|v1.7.0 dev-1545, 6x Native Resolution (2160p), FXAA, 16xAF
File:Gran_Turismo_4_Forum_1.jpg
File:Gran_Turismo_4_Forum_2.jpg
File:Gran_Turismo_4_Forum_3.jpg
</gallery>
</gallery>


ninja
485

edits

Navigation menu