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GameDB: God of War 2 mipmapping fixes #11165

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merged 1 commit into from
Apr 29, 2024

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JordanTheToaster
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Description of Changes

Fixes missing godrays and likely other effects throughout the game.

Before:
God of War II_SCUS-97481_20240429184048

After:
God of War II_SCUS-97481_20240429184051

Rationale behind Changes

Godrays look nice.

Suggested Testing Steps

Make sure CI is happy boi.

@lightningterror lightningterror merged commit e862e68 into PCSX2:master Apr 29, 2024
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@JordanTheToaster JordanTheToaster deleted the Calzone branch April 29, 2024 18:00
@Filoppi
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Filoppi commented May 5, 2024

I suppose it would be possible to fix the issue highlighted here in the same way:
https://wiki.pcsx2.net/Burnout_3:_Takedown

Street directions are visible further than they should in Hardware mode at higher resolutions

image
where basically these yellow arrows that are used to outline the edges of the track always end up using their highest resolution mip map, but the intensity (alpha transparency) of the arrow changes as mip maps get higher resolution, so when playing at a higher output resolution (with the HW renderer) you always see them from a distance, even if you were not supposed to.
I suppose there's a way to find their texture hash and force them to use the original mip map they would have used at each camera distance?
Sorry, I'm new to pcsx2.

Dolphin addressed this issue like this:
https://dolphin-emu.org/blog/2017/11/03/dolphin-progress-report-october-2017/#50-5745-add-heuristic-for-detecting-custom-mipmaps-by-tomcc
https://forums.dolphin-emu.org/Thread-dolphin-custom-texture-mipmaps

@JordanTheToaster
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I suppose it would be possible to fix the issue highlighted here in the same way: https://wiki.pcsx2.net/Burnout_3:_Takedown

Burnout 3 has had mipmapping automatically for almost 2 years now.

@Filoppi
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Filoppi commented May 5, 2024

So does that mean that issue is now fixed in HW rendering mode?

@JordanTheToaster
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So does that mean that issue is now fixed in HW rendering mode?

yes

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3 participants