Gran Turismo 4: Difference between revisions

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{{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)
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|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
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|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.
|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
|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}}
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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.
}}
}}


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|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.
}}
}}


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