In Manhunt 2, when the particles from an enemies head land on the ground it will 'infect' it and make the colour red. Also when firing a gun at any surface it will make the texture grey or black in large triangular overlays. Perhaps an issue with decals? I experience the bug on both my Windows Laptop and my GPD XD. |
Is the minimap working now? In #9615 it was reported to have issues. Just to make sure: these glitches happen even with default settings, right? Could you try exporting a GE debugger dump on PC? To do this, open the game and select Debug -> GE debugger..., then when it's displaying the scene, press Record in the top right. After a second or so, it'll finish and save a trace of the drawing activity. After that, check the memstick/PSP/SYSTEM/DUMP folder and it'll have created a file named something like 'ULES12345_0000.ppdmp'. You can zip that and then drag and drop it into a reply here. -[Unknown] |
The Mini-map is still broken. In Software rendering the Minimap is fixed, the texture bug is still present although the texture (overlay bug-effect?) is much smaller, also just noticed but the texture fades over time. Also tried all the different settings including default, no go. ULUS10280_0003.zip |
Resolution | Total Mips from 1x1 | DXT1 | DXT5 | |||||
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Note that there are independent sets of TextureGroup entries for the Unreal Editor and in-game. These two sets are respectively located in the [SystemSettingsEditor] and [SystemSettings] sections in the config files. The TextureLODGroup settings entries in the DefaultDeviceProfiles.ini file will look similar to this. Note that older QA versions may not include the MinMagFilter and MipFilter properties for each setting. PC AppCompat BucketsPpsspp Best Texture Settings For Texture Exporting ToolAppCompat is used to override various SystemSettings based on objective and empirical evidence gathered at startup. When app compatibility is enabled (PC only), the system measures machine capability, and then overwrites the Engine.ini values with preset values from one of 5 'buckets'. See BaseCompat.ini in the EngineConfig folder for an example of this usage. AppCompat is intended to only be checked ONCE when the game is first run (not the editor). It detects this by checking for the existence of an [AppCompat] section in [game]Engine.ini, which contains the previously computed scores for the machine. If AppCompat has already been applied once, it is not changed again to allow custom changes to be made by users without being overwritten every time. AppCompat is specifically disabled for the editor so machine specs do not affect how assets are viewed on various machines during development. This is the reason for the split between SystemSettings and SystemSettingsEditor. You can effectively disable AppCompat by supplying an empty DefaultCompat.ini for your game, which causes it to initialize all buckets from [SystemSettings] in Engine.ini. In this case, the system operates exactly as it did before AppCompat was introduced. Ppsspp Best Texture Settings For Texture Exporting MinecraftTEXTUREGROUP PropertiesEach TextureGroup entry defines the texture properties for a specific texture set as used in the game rendering. Grouping textures into common sets allows for better control over the texture memory pool use by various game texture resources.
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