github moesuito/gt4-staticrecomp v1.3.0-rc11
GT4Recomp 1.3.0-rc11 (test build)

pre-release4 hours ago

GT4Recomp 1.3.0-rc11 (test build)

A test release candidate of 1.3.0: on CoreGS 2.0 the car in front no longer shows sharp through a Skyline R34's rear glass,
and the launcher's About credits the people who helped build GT4Recomp on GitHub. The game itself is unchanged.

Highlights

  • Car glass on CoreGS 2.0: close behind a Skyline R34, the car in front showed sharp and dark through its rear glass. The glass
    is now misted over it, as on GSdx.
  • GitHub contributors in About: Kaezzey, who started the project, and everyone with a merged or open pull request,
    credited by name.

Fixes

  • The car in front through an R34's rear glass (CoreGS 2.0, every scale; reported by the owner on rc10). GT4 clears the
    256 x 256 picture that cars reflect (the environment map) with two 64-pixel-wide rectangles whose depth buffer lies in the same
    memory, one page to the right: on the PlayStation 2, half of the map gets its transparency value from that depth write. CoreGS
    2.0 kept the depth apart from the picture, so that half stayed fully transparent; a car's reflection then left a transparency of
    0 on the car, and the R34's glass reflection, which is scaled by what lies behind the glass, added nothing over the car in front.
    A depth fill now writes the picture whose memory it covers, block by block, as the console does. On the owner's recording at 6x
    the glass looks as on GSdx; on the other recorded races only some car glass changes, by at most 133 pixels of a frame, and closer
    to GSdx or equal.

New

  • About credits the GitHub contributors (owner): Kaezzey (Niket Shah), who started gt4-staticrecomp, the project this
    repository forks, and everyone with a merged or open pull request: Wise (gustavocanepa), Julio Vitor Rufino (JulioHeroZ) and
    Luan Antony (luanantony), each with what they contributed, in English and Portuguese. The README credits them too, and Luan's
    pull requests #118, #119, #154 and #174, whose ideas shipped in rc10, are now marked as merged.
  • Installer details: the installer now carries its product name, publisher, version and copyright (it had none), and the
    launcher names its publisher as GT4Recomp contributors. A laptop's Windows Defender flagged the rc10 installer by machine
    learning (Program:Win32/Contebrew.A!ml); a scan of the same file here finds nothing. These details may help such checks; they
    are no guarantee.

The same game

Against rc9 (the gated reference; rc10 matched it everywhere), on this build:

  • Physics: the race clock at every VBlank and the whole simulation state, byte for byte, on three recorded laps (George V Paris,
    El Capitan, Tokyo R246) and on the v2.00 night race with 5 AI cars.
  • Frames on v2.00: 10 of 10 at 3x (night race) and 14 of 14 (Arcade path) identical.
  • Frames on Spec II: only car glass changes, by a few pixels: 18 of 24, 26 of 35 and 17 of 35 frames of the three laps at 1x,
    and 12 of 12 at 6x by 8 to 32 pixels of about 10 million. With the fix switched off (GT4_CORE2_DEPTH_INTO_COLOUR=0) the El
    Capitan lap is identical again (35 of 35).
  • Checks while running, against the exact interpreter: 236,448 VU1 samples on Spec II and 355,388 on v2.00, and the MTVU check
    over 8,032 frames, all with 0 differences.

Thanks

Thanks to Kaezzey (Niket Shah), who started the project, and to the people who sent pull requests: Wise
(gustavocanepa), Julio Vitor Rufino (JulioHeroZ) and Luan Antony (luanantony). Several 1.3.0 fixes started from Luan's
pull requests.

Install or update

  • From rc8, rc9, rc10 or another 1.3.0 test build: the launcher offers rc11 on the Beta channel (Settings > General).
  • Installer: run GT4Recomp-Setup-1.3.0-rc11.exe. It keeps existing settings, saves and replays.
  • Portable: unpack GT4Recomp-1.3.0-rc11-portable.zip anywhere. Settings, saves and data stay inside the folder.
  • After the update, Play may compile CoreGS 2.0's shaders once, as after every update.
  • Disc images: you need your own: Gran Turismo 4 (USA, v2.00), and your own Spec II 1.10 image for the mod. GT4Recomp ships no
    copyrighted game files.

Known issues and limitations in this test build

  • Custom textures: lap time digits that a player saw without the pack's image in a race with opponents were not reproduced on
    the recordings (they are drawn from the pack on the Time Trial).
  • A Spec II replay renamed by the launcher (only when two different replays share a name) gets GT4's four-digit form; whether
    Spec II lists it is not verified.
  • Everything else is unchanged from rc10, including its known issues.

Requirements

Windows 10 or 11, 64-bit, a processor with SSE4.1. CoreGS 2.0 needs a graphics card with Vulkan 1.2.

Credits and legal

Our code is MIT. GSdx is the PCSX2 GS (GPL-3.0-or-later), downloaded by the launcher and run in its own process; the game
executable contains no GPL code. FSR1 sharpening is written from AMD's published MIT design.

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