Gran Turismo 4: Difference between revisions

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m (Added an entry to the testing table)
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|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 55:
|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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* OnePAD 1.3.0
* OnePAD 1.3.0
|Comments=
|Comments=
No slowdowns, audio sounds fine, no bugs that can't be fixed.
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
|Tester=Bizlab
}}
}}
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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, hit F9 to toggle between hardware and software rendering, then hit F9 again to return to your desired renderer. This refreshes the emulation state of GSdx and clears the bad VRAM.
# 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.
}}
}}


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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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