mirror of https://github.com/PCSX2/pcsx2.git
gsdx-hw purge HauntingGround crc hacks.
Half Pixel Offset can solve the misaligned blur when upscaling, while the second hack is also no longer needed and it broke depth effects too.
This commit is contained in:
parent
3228789808
commit
0781cb65bf
|
@ -952,29 +952,6 @@ bool GSC_YakuzaGames(const GSFrameInfo& fi, int& skip)
|
|||
// Correctly emulated on OpenGL but can be used as potential speed hack
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
bool GSC_HauntingGround(const GSFrameInfo& fi, int& skip)
|
||||
{
|
||||
if(skip == 0)
|
||||
{
|
||||
if(fi.TME && (fi.FBP ==0x2200) && (fi.TBP0 ==0x3a80) && fi.FPSM == fi.TPSM && fi.TPSM == PSM_PSMCT32)
|
||||
{
|
||||
skip = 1; // Blur
|
||||
}
|
||||
else if(fi.TME)
|
||||
{
|
||||
// depth textures (bully, mgs3s1 intro, Front Mission 5)
|
||||
if( (fi.TPSM == PSM_PSMZ32 || fi.TPSM == PSM_PSMZ24 || fi.TPSM == PSM_PSMZ16 || fi.TPSM == PSM_PSMZ16S) ||
|
||||
// General, often problematic post processing
|
||||
(GSUtil::HasSharedBits(fi.FBP, fi.FPSM, fi.TBP0, fi.TPSM)) )
|
||||
{
|
||||
skip = 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool GSC_GetaWayGames(const GSFrameInfo& fi, int& skip)
|
||||
{
|
||||
if(skip == 0)
|
||||
|
@ -1568,7 +1545,6 @@ void GSState::SetupCrcHack()
|
|||
|
||||
// Needs testing
|
||||
lut[CRC::Grandia3] = GSC_Grandia3;
|
||||
lut[CRC::HauntingGround] = GSC_HauntingGround; // + Texture cache issue + Date
|
||||
lut[CRC::XenosagaE3] = GSC_XenosagaE3;
|
||||
|
||||
// These games emulate a stencil buffer with the alpha channel of the RT (too slow to move to Aggressive)
|
||||
|
|
Loading…
Reference in New Issue