Haunting Ground: Difference between revisions

Added test configuartion and comments about many things i've observed, added a piece of trivia about the PAL version having a menu that lets you choose display modes. Edited the description of the issues with a better explanation and wording, edited one of the workaraounds of a bug since i found a better method to fix it. Left the old on next to it just in case. And added some more bugs I've found with workarounds where applicable..
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(Added test configuartion and comments about many things i've observed, added a piece of trivia about the PAL version having a menu that lets you choose display modes. Edited the description of the issues with a better explanation and wording, edited one of the workaraounds of a bug since i found a better method to fix it. Left the old on next to it just in case. And added some more bugs I've found with workarounds where applicable..)
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|Comments=The game is supported at 1080p 60 FPS, no lags, bugs or freezes. I did not enable "Enable HW Hacks", because some of the settings that are written for "Troubleshooting" cause the game to slow down.
|Comments=The game is supported at 1080p 60 FPS, no lags, bugs or freezes. I did not enable "Enable HW Hacks", because some of the settings that are written for "Troubleshooting" cause the game to slow down.
|Tester=Chern40+7
|Tester=Chern40+7
}}
{{TestingEntry
|Status=2
|Region=PAL-M5
|OS=Windows 11, x64
|CPU=AMD Ryzen 7 3800X 4.3GHz
|GPU=AMD Radeon RX 6800XT
|Revision=v1.7.2118 x64 AVX2
<spoiler show="Settings" hide="Hide">
* '''Speedhacks:'''
** INTC Spin Detection: Enabled
** Wait Loop Detection: Enabled
** mVU Flag Hack: Enabled
** Enable fast CDVD: Enabled
** Instant VU1 (Without MTVU only): Enabled
</spoiler>
|Graphics=GSdx
<spoiler show="Settings" hide="Hide">
* '''Renderer:'''
** Renderer: OpenGL
** Native Resolution: 5x (3200x2240)
** Texture Filtering: Bilinear (Forced)
** Anisotropic Filtering: 16x
** Dithering: Scaled
** Mipmapping: Full (Slow)
** CRC Hack Level: Automatic (Default)
** Blending Accuracy: Full (Very Slow)
* '''HACKS:'''
** Frame buffer conversion: On
** Memory Wrapping: On
** Preload frame data: On
** Trilinear filtering: Trilinear
** Align Sprite: On
** Half-pixel format: Normal (vertex)
* '''Others:'''
** Texture Filtering of Display: On
** FXAA Shader: On
** Widescreen patch enabled
</spoiler>
|Sound=
* '''SPU2-X'''
<spoiler show="Settings" hide="Hide">
* '''SPU2-X'''
** Interpolation: Gaussian
** Synchronizing mode: TimeStretch
** Audio Expansion Mode: Surround 7.1
** Module: XAudio 2
** Volume: 100%
** Latency: 25ms
</spoiler>
* '''LilyPad'''
|Comments=
The game runs great at up to 5x native res. for me, OpenGL has very minor slowdowns at specific times, and is recommended to reset the emulator every so often. D3D11 handles it better but shadows are glitchy. Mirror scenes show garbage due to a texture bug on any of the hardware renderers still.
'''Other observations:'''
Use "half-pixel format: normal (vertex)" instead of texture offsets to completely avoid the left border of the screen to display garbage and upscaling lines on 3D.
Using "Round sprite: Full" removes the small upscaling lines in menus/sprites, but makes lines show up on 3D when using half pixel format hack.
Disabling half-pixel format hack and enabling texture offset 300x500 (or 500x500) while enabling full round sprite makes menus upscale without any lines and lines on 3d environment are a bit less noticeable, but still present, the left edge of the screen still gets a bit glitchy. I recommend using half-pixel hack and round sprite: half for the best experience.
|Tester=Ko01
}}
}}
{{TestingFooter}}
{{TestingFooter}}
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* Original names: '''デメント''' (SLPM-65913) & (SLPM-66638) & (NPJD-00032)
* Original names: '''デメント''' (SLPM-65913) & (SLPM-66638) & (NPJD-00032)
* Also known as '''Demento''' (JP)
* Also known as '''Demento''' (JP)
* PAL version shows a menu as soon as the game boots that lets you choose between 50Hz, 60Hz and progressive (480p) display modes. On NTSC-U/J versions, a button combo is needed while booting instead.




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|IsFixed=0
|IsFixed=0
|IssueLevel=1
|IssueLevel=1
|Description=In Hardware mode parts of mirrors are glitched out and appear in various colors.
|Description=In Hardware mode parts of mirrors are glitched out and appear in various colors due to a GS texture bug.
|Workaround=Temporarily switch to Software mode by pressing the F9 key, or go to Config > Video (GS) > Plugin Settings, and set Renderer to any of the "(Software)" options.
|Workaround=Temporarily switch to Software mode by pressing the F9 key, or go to Config > Video (GS) > Plugin Settings, and set Renderer to any of the "(Software)" options.
}}
}}
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|IsFixed=0
|IsFixed=0
|IssueLevel=1
|IssueLevel=1
|Description=In Hardware mode characters have a halo like effect surrounding them
|Description=When upscaling in hardware mode, characters have a halo-like effect surrounding them due to an issue with bloom processing at higher than native resolutions.
|Workaround=In video plugin settings click Enable HW Hacks-> Click Advanced Settings and Hacks-> set Texture Offsets X: 500 and Y: 500
|Workaround=In video plugin settings, click Enable HW Hacks-> Click Advanced Settings and Hacks-> set half-pixel offset to "Normal (Vortex)". ''Alternative/old workaround: set Texture Offsets X: 500 and Y: 500, this causes very noticeably upscaling lines and the left edge of the screen starts to accumulate garbage over time.''
}}
 
{{Issue
|IssueName=Last shown bloom effect stays on screen after switching from SW to HW renderer
|IsFixed=0
|IssueLevel=1
|Description=When switching from software to hardware renderer, the bloom post-processing effect that last appeared on screen carries to the hw renderer and stays on screen indefinitely. Happens with lights/lamps/luminiscents etc.
|Workaround=Avoid light sources like the ones mentioned when switching, or open the item menu when switching renderers.
}}
}}


{{Issue
|IssueName=Upscaling lines on objects far away during cutscenes
|IsFixed=0
|IssueLevel=0
|Description=When upscaling, during some scenes (the most noticeable one is the first in-game cutscene where you first meet Daniella), some minor lines might show on the background, they look like the post processing doesn't wrap all the way and it leaves a line of the environment without said effect(s).
|Workaround=There are none as of yet. It's a very minor issue and only noticeable if you are looking for it.
}}
{{Issue
|IssueName=Glitchy shadows when using Direct 3D 11 renderer
|IsFixed=0
|IssueLevel=0
|Description= Shadows glitch, wrap incorrectly or stretch in broken ways when in D3D11, especially during some cutscenes.
|Workaround=Switch to OpenGL renderer.
}}


{{Issue
|IssueName=Cutscene effects don't show up on the borders of the screen when using widescreen patch
|IsFixed=0
|IssueLevel=0
|Description= Some effects like water, light, or particle effects don't appear on the borders of the screen when using the widescreen patch. This is due to said effects being semi-transparent FMVs that get applied over the in-game cutscene. Also, due to how the widescreen patch works, more part of the environment is shown and sometimes textures clipping or dissapearing can be seen when the camera gets close to a wall/floor.
|Workaround=Not use the widescreen patch, or a different widescreen patch could be made which basically "cuts" the upper and lower edges of the screen to make it widescreen instead of expanding the horizontal FOV. The cutscenes have vertical bars when playing without the patch so they already are 16:9 meaning it could be made and it wouldn't show any of these issues.
}}


==The gallery==
==The gallery==
ninja
3

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