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Midnight Club: L.A. Remix - ULES01144
10-06-2021, 02:10 PM
Post: #1
Midnight Club: L.A. Remix - ULES01144
is it allowed to ask questions here? I cannot play the game because of this:
   

how to resolve this?
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12-19-2021, 08:45 AM (This post was last modified: 12-19-2021 08:55 AM by DragonNeos.)
Post: #2
RE: Midnight Club: L.A. Remix - ULES01144
Revision: 1e3f7fac

Back in October, I tested this game and there were a lot of graphics issues on either graphics backend.

On OpenGL, if the option "Enable the shader implementation for the "Stencil Test" (more accurate but slower)" isn't used, the race track won't be visible. Even though the player's car is visible, there are shadow and texture issues. The utility screen when the game first begins to load should have a grey background but it's showing black instead.

                                   

On the External Software Renderer, the graphics also have problems as you can see from the screenshots. There are yellow squares that appear on top of the screen horizontally in a line and the race track isn't visible (shows a pink background instead). The shadows don't properly appear below the car.

               

I'm not sure what graphics backend Tosyk is using but they seem to experience the same issue as some objects aren't visible and the textures don't appear properly on the screenshot.


Attached File(s)
.7z  Log_r1e3f7fac(64bit)_INFO (OpenGL).7z (Size: 228.41 KB / Downloads: 1)
.7z  Log_r1e3f7fac(64bit)_INFO (External Software Renderer revision 3d1bbb0).7z (Size: 244.7 KB / Downloads: 1)
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Yesterday, 12:31 PM
Post: #3
RE: Midnight Club: L.A. Remix - ULES01144
Hi gid15, can you take a look at my previous post and see what's causing the graphics issue?
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Yesterday, 08:17 PM (This post was last modified: Yesterday 08:30 PM by gid15.)
Post: #4
RE: Midnight Club: L.A. Remix - ULES01144
Sorry, I missed your previous post.

The log is showing the following issue
Code:
23:27:25  WARN       ge - Video Engine Thread - Texture in swizzled VRAM not supported 0x04710000
This is probably the reason for the graphical issues. The application might be trying to use the depth buffer as a texture.

Could you try to product a DEBUG log for just a few seconds when this WARN is being displayed?

Always include a complete log file at INFO level in your reports. Thanks! How to post a log
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Today, 12:50 PM
Post: #5
RE: Midnight Club: L.A. Remix - ULES01144
See attached log. I switched to DEBUG once the WARN message starts popping up.


Attached File(s)
.7z  Log_r5fc6e6e9(64bit)_INFO (OpenGL).7z (Size: 275 KB / Downloads: 1)
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Today, 01:39 PM
Post: #6
RE: Midnight Club: L.A. Remix - ULES01144
(Today 12:50 PM)DragonNeos Wrote:  See attached log. I switched to DEBUG once the WARN message starts popping up.

This is the address of the depth buffer:
Code:
07:37:37 DEBUG       ge - Video Engine Thread - zbp zbp=0x04110000, zbw=512
According to http://hitmen.c02.at/files/yapspd/psp_do...#sec10.2.4
using 0x04710000 as a texture address would give a proper linearized version of the depth buffer.

Always include a complete log file at INFO level in your reports. Thanks! How to post a log
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