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    Please do not post a support request without first reading and following the advice in https://retropie.org.uk/forum/topic/3/read-this-first

    PSX Short Draw Distance, specifically in Crash Team Racing

    Scheduled Pinned Locked Moved Help and Support
    psxdraw distancegraphical issuegraphic errorsgraphics
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    • George SpiggottG
      George Spiggott
      last edited by

      I overclocked my Pi4 by following the instructions in this ETA Prime video:

      over_voltage=4
      arm_freq=2000
      gpu_freq=600

      CTR now maintains an unwavering 30FPS on every track I tried. I think the slowdown on the victory laps etc. may be accurate emulation of the PS1's slow GPU.

      Currently running:
      Retropie 4.8.9 on a Pi Zero 2W (Overclock Settings: CPU 1400Mhz)
      ES-DE on a GMKtec K6 (Windows 11, 32GB RAM)

      1 Reply Last reply Reply Quote 1
      • BillyHB
        BillyH
        last edited by

        It's as they say, if at first you don't succeed, try try again with better hardware.

        • First Pi: Pi 3 in a PSone case
        • Second Pi: Pi 0 in a Retroflag GPi Case
        • Third Pi: Pi 4 as a desktop computer
        • Some time in 2020: Picade
        1 Reply Last reply Reply Quote 2
        • George SpiggottG
          George Spiggott
          last edited by George Spiggott

          We're probably at the peak of what can be done with the current core. If/when Beetle makes it to ARM systems we will see some improvements there with even higher resolution and removal of bending issues.

          Currently running:
          Retropie 4.8.9 on a Pi Zero 2W (Overclock Settings: CPU 1400Mhz)
          ES-DE on a GMKtec K6 (Windows 11, 32GB RAM)

          1 Reply Last reply Reply Quote 0
          • George SpiggottG
            George Spiggott
            last edited by

            The saga of the perfect CTR play experience continues.

            On my current build (Weekly 4.5.13) the sound cuts in and out on CTR if I have enhanced graphics and interpreter selected (but not if I only select one of them). I'm overclocked on the CPU to 2000, the GPU is unmodified as AFAIK it has no affect on PSX reARMed.

            Can anyone replicate or fix this with the existing settings?

            Currently running:
            Retropie 4.8.9 on a Pi Zero 2W (Overclock Settings: CPU 1400Mhz)
            ES-DE on a GMKtec K6 (Windows 11, 32GB RAM)

            quicksilverQ 1 Reply Last reply Reply Quote 0
            • quicksilverQ
              quicksilver @George Spiggott
              last edited by quicksilver

              @George-Spiggott if you are running enhanced resolution and running interpreter at the same time you are probably pushing your cpu too hard and the game is slowing down, which is why the audio is getting choppy. A dynarec is much faster but causes issues with this game. So I would recommend not running the enhanced resolution option if you are also running interpreter.

              1 Reply Last reply Reply Quote 0
              • George SpiggottG
                George Spiggott
                last edited by

                It's not just that the game is slowing down/skipping sound. I did had a pi4 build run CTR flawlessly in hi res without the dynarec (under Lakka). I appreciate Lakka may have different overheads that isn't the issue here. The thing is that one very other retroarch/lr-psxreamed Pi build I have had (both on my pi3 and pi4) CTR and other games would slow down and the music would distort rather than cut out which is less noticeable when you're playing.

                I think this cut out sound vs distort sound may be a settings question.

                Currently running:
                Retropie 4.8.9 on a Pi Zero 2W (Overclock Settings: CPU 1400Mhz)
                ES-DE on a GMKtec K6 (Windows 11, 32GB RAM)

                1 Reply Last reply Reply Quote 0
                • George SpiggottG
                  George Spiggott
                  last edited by

                  After a little testing I found thst keeping the dynarec off, enhanced graphics on and switching on the speed hack seems to be the least graphically intrusive option. Sound still cuts out, but only very occasionally, and a couple of weapons look odd but the rest of the game looks extra pretty.

                  I could also overclock more but I'm already at 2k on the CPU.

                  Currently running:
                  Retropie 4.8.9 on a Pi Zero 2W (Overclock Settings: CPU 1400Mhz)
                  ES-DE on a GMKtec K6 (Windows 11, 32GB RAM)

                  1 Reply Last reply Reply Quote 0
                  • C
                    cagusch @langest
                    last edited by cagusch

                    @langest said in PSX Short Draw Distance, specifically in Crash Team Racing:

                    I tried disabling the dynamic compiler on my RPi4 and the game runs smooth and the draw distance issue is gone.

                    How exactly did you do that? I don't see any option for dynamic compiler in /opt/retropie/configs/psx/retroarch.cfg

                    C 1 Reply Last reply Reply Quote 0
                    • C
                      cagusch @cagusch
                      last edited by

                      @cagusch
                      Ok, I found it, you have to open the in-game RetroArch menu and there are these options. The menu opens with a hotkey that can be definied in Retropie, e.g. select, and then the triangle key (on a PSX controller).

                      However, disabling the DynRecompile doesn't solve my problem of the characters not displaying correctly once they are a little but further away and should become smaller. This ONLY happens in multi (two) player split screen!

                      pjftP 1 Reply Last reply Reply Quote 0
                      • pjftP
                        pjft @cagusch
                        last edited by

                        @cagusch Have you tried it on lr-duckstation?

                        Also, not saying that that's the case, but it is quite normal for games to reduce polygon count and drawing distance when rendering split screen. What's the atual behavior you're observing?

                        1 Reply Last reply Reply Quote 0
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