refractionpcsx2

Results 913 comments of refractionpcsx2

preload works (iirc), but as soon as you swap renderer or change a setting, it breaks again and never recovers.

I believe this is to do with sprite UVs/ST's, I tried it on my preround PR with the new option and this was the result ![image](https://user-images.githubusercontent.com/6278726/181369662-4c223083-7257-4b01-8ced-6e983fac319d.png)

> Works perfectly! Thank you for doing this :) Thanks :) there's still a lot to do, I want to make it less hacky and based more on hardware test...

Thanks, I mean it's worth checking those when we get more data to check, so it's appreciated. But as said in it's current state it *WILL* break stuff, I kind...

I haven't checked the other dumps, but I think I'm on to something here, using some information gathered on how STQ works, and used some theory on UV's (I believe...

Thanks, but now Manhunt isn't fixed again xD Edit: Also noticed God of War doesn't like this also.

Note: This PR is still NOT right, but it's working okay. Here's the current state of things that get fixed by this PR (unless it says "Not currently fixed" after...

To a point, yes. They kinda do similar jobs, just at different points in the render.

> Dynasty Warriors 6 also suffers from the same lines that 5 do, so it's worth checking too. do you have Dynasty Warriors 6 to check? I do not, unfortunately

Normal: ![image](https://user-images.githubusercontent.com/6278726/180620225-75e4780d-6946-456c-8c4a-35f31b25c243.png) Preround: ![image](https://user-images.githubusercontent.com/6278726/180620231-d709fdb9-df15-4430-b253-68087ac12abc.png) For upscaling, along with preround it needs Half Pixel Offset (Normal) and Round Sprite: Half in order to get rid of the line, otherwise it's still...