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GameDB: no readbacks for Guitar Hero II and III
The note-highway render target is never sampled back, so the GPU->CPU download is pure cost on a tiler. Covers GH2 (SLES-54442, SLUS-21447 — the latter is also the serial GH2 Deluxe ships under) and GH3 (SLES-54962, SLES-54974, SLKA-25363, SLKA-25414, SLUS-21672). gsHWFixes is a clear-then-replace map in this overlay, so each GH3 entry restates every upstream key. Dropping one would have silently undone the crowd-texture, bloom and post-processing fixes those entries already carry.
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@@ -974,6 +974,12 @@ SLES-54385:
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gsHWFixes:
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roundSprite: 2
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texturePreloading: 0
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# Guitar Hero II (PAL) — the note-highway readback is pure cost on a tiler; the
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# game never samples the downloaded target back. Also covers GH2 Deluxe, which
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# keeps the retail serial.
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SLES-54442:
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gsHWFixes:
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hwDownloadMode: 2 # NoReadbacks. Large perf win, no visual regression.
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SLES-54490:
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gsHWFixes:
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halfPixelOffset: 2
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@@ -1013,6 +1019,26 @@ SLES-54648:
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SLES-54822:
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gsHWFixes:
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roundSprite: 2
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# Guitar Hero III — NoReadbacks. Same rationale as the GH2 entries: the note-highway target is
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# never sampled back, so the readback is pure cost on a tiler. gsHWFixes is a clear-then-replace
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# map in this overlay, so every upstream key is restated here — dropping one would silently undo
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# the crowd-texture / bloom / post-processing fixes.
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SLES-54962:
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gsHWFixes:
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autoFlush: 1 # Fixes bloom intensity.
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halfPixelOffset: 4 # Mostly aligns post-processing.
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hwDownloadMode: 2 # NoReadbacks. Large perf win, no visual regression.
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nativeScaling: 1 # Fixes post-processing smoothness and position.
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textureInsideRT: 1 # Crowd textures.
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getSkipCount: "GSC_GuitarHero"
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SLES-54974:
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gsHWFixes:
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autoFlush: 1 # Fixes bloom intensity.
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halfPixelOffset: 4 # Mostly aligns post-processing.
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hwDownloadMode: 2 # NoReadbacks. Large perf win, no visual regression.
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nativeScaling: 1 # Fixes post-processing smoothness and position.
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textureInsideRT: 1 # Crowd textures.
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getSkipCount: "GSC_GuitarHero"
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SLES-55135:
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gsHWFixes:
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halfPixelOffset: 4
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@@ -1089,6 +1115,14 @@ SLKA-25334:
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gpuTargetCLUT: 1
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halfPixelOffset: 5
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nativeScaling: 2
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# Guitar Hero III (NTSC-K) — see the SLES-549xx note above.
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SLKA-25363:
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gsHWFixes:
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autoFlush: 1 # Fixes bloom intensity.
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halfPixelOffset: 4 # Mostly aligns post-processing.
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hwDownloadMode: 2 # NoReadbacks. Large perf win, no visual regression.
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nativeScaling: 1 # Fixes post-processing smoothness and position.
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textureInsideRT: 1 # Crowd textures.
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SLKA-25372:
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gsHWFixes:
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autoFlush: 2
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@@ -1102,6 +1136,14 @@ SLKA-25372:
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SLKA-25410:
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clampModes:
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vu1ClampMode: 1
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SLKA-25414:
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gsHWFixes:
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autoFlush: 1 # Fixes bloom intensity.
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halfPixelOffset: 4 # Mostly aligns post-processing.
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hwDownloadMode: 2 # NoReadbacks. Large perf win, no visual regression.
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nativeScaling: 1 # Fixes post-processing smoothness and position.
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textureInsideRT: 1 # Crowd textures.
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getSkipCount: "GSC_GuitarHero"
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SLPM-55003:
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gsHWFixes:
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bilinearUpscale: 2
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@@ -1632,6 +1674,11 @@ SLUS-21442:
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SLUS-21445:
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gsHWFixes:
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roundSprite: 2
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# Guitar Hero II (NTSC-U) — see the PAL entry above. This is also the serial the
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# GH2 Deluxe mod ships under, so Deluxe inherits the fix.
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SLUS-21447:
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gsHWFixes:
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hwDownloadMode: 2 # NoReadbacks. Large perf win, no visual regression.
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SLUS-21452:
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gsHWFixes:
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nativeScaling: 1
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@@ -1652,6 +1699,14 @@ SLUS-21503:
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SLUS-21564:
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gsHWFixes:
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roundSprite: 2
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SLUS-21672:
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gsHWFixes:
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autoFlush: 1 # Fixes bloom intensity.
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halfPixelOffset: 4 # Mostly aligns post-processing.
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hwDownloadMode: 2 # NoReadbacks. Large perf win, no visual regression.
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nativeScaling: 1 # Fixes post-processing smoothness and position.
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textureInsideRT: 1 # Crowd textures.
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getSkipCount: "GSC_GuitarHero"
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SLUS-21785:
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gsHWFixes:
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halfPixelOffset: 4
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