diff --git a/plugins/GSdx/Renderers/HW/GSHwHack.cpp b/plugins/GSdx/Renderers/HW/GSHwHack.cpp index a5470fe20e..78f9d78ac6 100644 --- a/plugins/GSdx/Renderers/HW/GSHwHack.cpp +++ b/plugins/GSdx/Renderers/HW/GSHwHack.cpp @@ -1038,11 +1038,6 @@ bool GSC_HauntingGround(const GSFrameInfo& fi, int& skip) { skip = 1; // Blur } - else if(fi.FBP ==0x2200 && fi.TBP0==0x3000 && fi.TPSM == PSM_PSMT8H && fi.FBMSK == 0) - { - // Rendered correctly however there's some offset issue on D3D11. - skip = 1; // Depth Fog - } else if(fi.TME) { // depth textures (bully, mgs3s1 intro, Front Mission 5) @@ -1264,7 +1259,6 @@ bool GSC_SlyGames(const GSFrameInfo& fi, int& skip) // 0x00a80, 0x00e00 from Sly 3 { // Upscaling issue with texture shuffle on dx and gl. Also removes shadows on gl. - // Bbox issue on dx. skip = 1000; } } @@ -1833,18 +1827,26 @@ void GSState::SetupCrcHack() lut[CRC::TenchuFS] = GSC_TenchuGames; lut[CRC::TenchuWoH] = GSC_TenchuGames; + // Accumulation blend + lut[CRC::NanoBreaker] = GSC_NanoBreaker; + // Depth lut[CRC::Okami] = GSC_Okami; lut[CRC::XenosagaE3] = GSC_XenosagaE3; lut[CRC::Yakuza] = GSC_YakuzaGames; lut[CRC::Yakuza2] = GSC_YakuzaGames; + // Needs testing + lut[CRC::HauntingGround] = GSC_HauntingGround; // + Texture cache issue + Date + // Not tested but must be fixed with texture shuffle lut[CRC::CrashNburn] = GSC_CrashNburn; // seem to be a basic depth effect // Those games might requires accurate fbmask lut[CRC::OnePieceGrandAdventure] = GSC_OnePieceGrandAdventure; lut[CRC::OnePieceGrandBattle] = GSC_OnePieceGrandBattle; + lut[CRC::Sly2] = GSC_SlyGames; // + Upscaling issue + lut[CRC::Sly3] = GSC_SlyGames; // + Upscaling issue // Those games require accurate_colclip (perf) lut[CRC::CastlevaniaCoD] = GSC_CastlevaniaGames; @@ -1853,16 +1855,8 @@ void GSState::SetupCrcHack() // Unknown status lut[CRC::Grandia3] = GSC_Grandia3; - // Bounding box issue - lut[CRC::HauntingGround] = GSC_HauntingGround; // + Texture cache issue + Date - lut[CRC::Sly2] = GSC_SlyGames; // + Upscaling issue - lut[CRC::Sly3] = GSC_SlyGames; // + Upscaling issue - // Dedicated shader for channel effect lut[CRC::TalesOfAbyss] = GSC_TalesOfAbyss; - - // Accumulation blend - lut[CRC::NanoBreaker] = GSC_NanoBreaker; } if (Aggressive) {