01-29-2022, 08:20 PM
(This post was last modified: 01-31-2022, 12:50 PM by DragonNeos.)
Revision: d1dff2b
There are still graphics issues appearing on this game. The WARN messages for the depth buffer don't appear anymore in the log but the weird colors still appear frequently (see 2nd screenshot color line in the middle of the road or 3rd/4th screenshot).
1) On OpenGL, resizing the resolution while the game is running causes the screen to turn black. The graphics is frozen (even after going back to original resolution) but the audio is still running in the background. I can resize with the External Software Renderer but it appears to have graphical bugs when doing so (graphics are still moving).
2) On OpenGL, the sceUtility overlay screen should be gray instead of black. See 1st screenshot on previous post. (screen will display with the correct color if the option "Enable the shader implementation for the "Stencil Test" (more accurate but slower)" isn't enabled)
3) On OpenGL, the map doesn't appear on the bottom left corner (see comparison screenshots between OpenGL/External Software Renderer on previous post).
4) On OpenGL, the graphics seem to take reflections of whatever the camera is facing and putting them in the foreground causing a blurry view (see 1st screenshot which best illustrates what I'm trying to describe).
There are still graphics issues appearing on this game. The WARN messages for the depth buffer don't appear anymore in the log but the weird colors still appear frequently (see 2nd screenshot color line in the middle of the road or 3rd/4th screenshot).
1) On OpenGL, resizing the resolution while the game is running causes the screen to turn black. The graphics is frozen (even after going back to original resolution) but the audio is still running in the background. I can resize with the External Software Renderer but it appears to have graphical bugs when doing so (graphics are still moving).
2) On OpenGL, the sceUtility overlay screen should be gray instead of black. See 1st screenshot on previous post. (screen will display with the correct color if the option "Enable the shader implementation for the "Stencil Test" (more accurate but slower)" isn't enabled)
3) On OpenGL, the map doesn't appear on the bottom left corner (see comparison screenshots between OpenGL/External Software Renderer on previous post).
4) On OpenGL, the graphics seem to take reflections of whatever the camera is facing and putting them in the foreground causing a blurry view (see 1st screenshot which best illustrates what I'm trying to describe).