Gran Turismo 4: Difference between revisions

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|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=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.
|Comments=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.
|Tester=lolled132
|Tester=lolled132
}}
{{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
}}
}}


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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}}
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== 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 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.
}}
}}
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|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=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
|IssueName=Garbage on bottom and right screen edges
|IsFixed=0
|IssueLevel=0
|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.
}}
== Fixed Issues ==


{{Issue
{{Issue
|IssueName=Demo races do not work
|IssueName=Demo races do not work
|IsFixed=0
|IsFixed=1
|IssueLevel=0
|IssueLevel=0
|Description=Demonstrations return back to the menu as soon as they start.
|Description=Demonstrations return back to the menu as soon as they start.
|Workaround=Go to Config -> Emulation Settings -> EE/IOP and set Clamping Mode to "Full". However, this will make other events fail to load, requiring it to be set back to Normal after the Demonstration.
|Workaround=Go to Config -> Emulation Settings -> EE/IOP and set Clamping Mode to "Full". However, this will make other events fail to load, requiring it to be set back to Normal after the Demonstration.
}}
}}
== Fixed Issues ==


{{Issue
{{Issue
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|IssueLevel=0
|IssueLevel=0
|Description=In-game brightness or contrast values do not work properly in-game.
|Description=In-game brightness or contrast values do not work properly in-game.
|Workaround=This issue can been fixed in the latest v1.5.0 development builds as of May 2016. Go to Config -> Video (GS) -> Plugin Settings, set Renderer to "OpenGL (Hardware)", set CRC Hack Level to Automatic(or Partial is automatic is not available). For older versions or the Direct3D Hardware renderers, press the start button in-game, go to Screen(or from the main menu of the game, go to Options -> Picture Quality) and set Brightness to 0 to avoid the problems mentioned in the issue above.
|Workaround=This has been resolved in recent v1.5.0 git builds. CRC hack level should be left on Automatic. For older versions set in game brightness/contrast to 0 or alternatively switch to software rendering.
}}
}}


== Gameplay Screenshots ==
== Gameplay Screenshots ==
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