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https://postimg.org/image/6t2fc9qc5/
https://postimg.org/image/s0660a2z9/
https://postimg.org/image/9kgn5rij9/
https://postimg.org/image/ezuf3uget/
Part of my DxDiag:
My other settings are:
Hardware Vertex Shader (bug happened with this both on and off)
Vertical Sync
Back Buffer + Reflections
Display Far Characters
Texture Limit: 40 MB
Vertex Buffer Limit: 24 MB
Texture Resolution: Half
Gamma Correction: Enabled
The opening movie, the one with the song, runs horribly slow. All the prerendered movies before that one were fine.
EDIT: Yes, you should definitely have a white circle if you got all the treasure.
I'd like to chime in and say that I've had this issue as well last night with my game (bought off Steam). I eventually had to skip the movie by disabling it.
Double item usage and oddly enough, item usage in dialogue/custcenes.
Though I've yet to confirm it, it appears to happen if my jump would normally make me land directly on top of the Mantarp I am grabbing.
Edit: I'm not sure if this might be an intended weakness? I've noticed it appears to happen if they're grabbed while they're performing one of their electrical attacks.
It's really visible running around on the overworld map where the background scrolls faster, and sometines there's even a identical vertical line when walking from side to side, although this one happens much more rarely. It looks like the threshold to some kind of filtering, except there's no visible change from "one side" of the line to the other.
I tried forcing 16x AF from nvidia driver, and while the textures on the ground got much better at a distance, the problem persists. Forcing AA also makes no difference, if anything it makes it even more visible since it makes everything look smoother.
Problem occurs on both DX9 and DX8.
UPDATE:
I tried using different game settings, and I found out this horizontal line issue only happens with the "use back buffer" option marked. Without it theres no line, horizontal or vertical, anywhere to be seen. With the option on, even if I keep all the suboptions (crossfading, blur, etc) off, it still appears.
UPDATE2:
Aparently the issue is caused by the way the game handles texture filtering, causing "seams" to appear in places where the texture filtering is kicking in. I fixed it (also applied some nice AA) with nvidia inspector following this guide:
https://forums.guru3d.com/threads/nvidia-anti-aliasing-guide-updated.357956/page-205#post-5488782
Would it be possible to implement this texture filtering fix in-game to avoid those nasty seams?