Gran Turismo 4: Difference between revisions

129 bytes removed ,  12 September 2016
→‎Known Issues: Changed photo mode status to "Fixed" (description already stated that) additional rewording and removal of some old info
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(→‎Known Issues: Changed photo mode status to "Fixed" (description already stated that) additional rewording and removal of some old info)
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|Workaround=<br>
|Workaround=<br>
# In recent PCSX2 GIT revisions as of May 7th, 2016, VRAM spikes have been greatly reduced.
# In recent PCSX2 GIT revisions as of May 7th, 2016, VRAM spikes have been greatly reduced.
# If you get lots of crashes during license tests use a lower internal resolution in GSdx or use ZeroGS or ZZOgl. Expect much slower speeds from using ZeroGS or ZZOgl.
# If you get lots of crashes during license tests use a lower internal resolution in GSdx. Running the game with native resolution seems to help as well.
# In GSdx, Hardware AA can cause the game to crash a lot. Set the AA level to 0. Running the game with native resolution seems to help as well.
# (Not available in OGL HW Renderer) In GSdx, Hardware AA can cause the game to crash a lot. Set the AA level to 0.  
# In Windows XP, even in native resolution, you may get instant crashes when starting races if you do not have enough VRAM. Using a custom resolution lower than 512x512 seems to help.
# In Windows XP, even in native resolution, you may get instant crashes when starting races if you do not have enough VRAM. Using a custom resolution lower than 512x512 seems to help.
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{{Issue
{{Issue
|IssueName=Photo mode is broken
|IssueName=Photo mode is broken
|IsFixed=0
|IsFixed=1
|IssueLevel=1
|IssueLevel=1
|Description=In hardware modes, garbage replaces the area in which the photo is displayed.
|Description=In hardware modes, garbage replaces the area in which the photo is displayed.
|Workaround=This has been fixed in 1.5.0-dev GIT versions if Renderer(in Config > Video(GS) > Plugin Settings menu) is set to "OpenGL (Hardware)". For Direct3D renderers switch to software mode while moving the cameras, then switch back to hardware when you take the picture.
|Workaround=This has been fixed in 1.5.0-dev GIT versions. For Direct3D renderers switch to software mode while moving the cameras, then switch back to hardware when you take the picture.
<gallery>
<gallery>
File:Screen Capture -038.png|Issue example
File:Screen Capture -038.png|Issue example
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