diff --git a/Source/Core/VideoCommon/BPFunctions.cpp b/Source/Core/VideoCommon/BPFunctions.cpp index f7ab305303..7599507a5b 100644 --- a/Source/Core/VideoCommon/BPFunctions.cpp +++ b/Source/Core/VideoCommon/BPFunctions.cpp @@ -222,8 +222,11 @@ void ClearScreen(const MathUtil::Rectangle& rc) void OnPixelFormatChange() { // TODO : Check for Z compression format change - // When using 16bit Z, the game may enable a special compression format which we need to handle - // If we don't, Z values will be completely screwed up, currently only Star Wars:RS2 uses that. + // When using 16bit Z, the game may enable a special compression format which we might need to + // handle. Only a few games like RS2 and RS3 even use z compression but it looks like they + // always use ZFAR when using 16bit Z (on top of linear 24bit Z) + + // Besides, we currently don't even emulate 16bit depth and force it to 24bit. /* * When changing the EFB format, the pixel data won't get converted to the new format but stays