![]() This is due to the use of the No Bloom code within the file, and can be used outside of the Widescreen patch file to reproduce the problem. Notably the use of the Widescreen patch file results in the the Skipdraw code not working at all. It, however, still requires the Skipdraw range to correct the line grid issue. Use of the Anti-Blur setting further sharpens the image. Using the HPO setting Normal (Vertex) results in a sharper image, but comes with pixel thick lines of corrupted texture at the top and left side of the screen which requires setting a Zoom of 101% and enabling Screen Offsets to correct. The use of the Skipdraw range of 355 and 359 corrects the issue for 90% of the areas affected, but does cause visual bugs within the Desert Oasis and Grand Chokmah. Here's an example of the line grid effect in Engeve: No other arrangement of settings seem to correct this behaviour while HPO is enabled, but notably setting Override Texture Barriers to Force Disabled reduces - and in some instances, eliminates - the effect at the cost of blurring the image. The issue also appears if a texture offset is used or when any of the other hacks that have a similar effect, like Align Sprite and Wild Arms Hack, is used. Disabling HPO does solve this issue, but in return results in a ghosting effect around models. Unless anyone knows where this is (can find tons of vids for the desktop PCSX2 but not the. ![]() I forgot that this causes some issues with certain games, so without the ability to find this merge hack that does not seem to appear on PCSX2-QT, I will just have to play at native x1 resolution (blurry mode). ![]() If it matters, this game supports widescreen. I found the issue was caused by upscaling. When upscaling Tales of the Abyss beyond Native resolution, and with Half-Pixel Offset enabled, it causes a line grid effect to appear in several areas within the game. Ive tried countless resolution settings and theyve all given me the black vertical lines. ![]()
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