Open gregory38 opened 8 years ago
hope so lol
Tried latest commit build for GT4. It doesn't crash during Car selection but it still crash during racing with 3xnative if your GPU VRAM only 2GB
Which commit did you try exactly? I'm a few behind now :p
Oh, I'm actually past that. It's going to be a while until there's a proper fix, I can tell you that ;)
Tried latest commit build for GT4. It doesn't crash during Car selection but it still crash during racing with 3xnative if your GPU VRAM only 2GB
The weird thing is it only still crashes during races. Time trials, which still crashed a few commits/GITversions ago are absolutely fine now...
Tekken 5 still has top left corner issue v1.5.0-dev-683
That is a master build, it is only fixed in the pull request
GT4 => please test the crc level impact too. Tekken5 => Ref is it ok in the pr? Nobody report it (or I miss it).
I didn't see any problem with it, I'll check it again to make sure it hasn't changed...
I will merge the pr soon. I'm adding a comment for man hunt2.
Just checked tekken, looks absolutely fine to me..
This is a different stage so I don't know if it's just happening on that one (I don't even know which stage it is), but this one is okay
(The dark bit in the top left is supposed to be dark :P )
I tested acid rain stage v1.5.0-dev-695 still had this issue Urban jungle stage is maybe fine
Could you post a GS Dump of the stage for us to check? when I say us I mean @gregory38 :P
Does this Tekken 5 graphics issue relate to GSdx top left corner issues ?
Attached GS dump https://www.sendspace.com/file/8u363i
I need to find a better way to detect the effect.
It start well and then boom.
T:Error ID:1380 S:Mid => Channel shuffle effect detected (2nd shot)
T:Error ID:1383 S:Mid => Red channel
T:Error ID:1383 S:Mid => Channel shuffle effect detected SKIP
T:Error ID:1383 S:Mid => Channel shuffle effect detected SKIP
T:Error ID:1383 S:Mid => Channel shuffle effect detected SKIP
T:Error ID:1383 S:Mid => Channel shuffle effect detected SKIP
T:Error ID:1383 S:Mid => Channel shuffle effect detected SKIP
T:Error ID:1419 S:Mid => ERROR: Update RenderTarget 0x34e0
T:Error ID:1440 S:Mid => ERROR: Update RenderTarget 0x3500
T:Error ID:1461 S:Mid => ERROR: Update RenderTarget 0x3520
T:Error ID:1482 S:Mid => ERROR: Update RenderTarget 0x3540
Tested Tales of the Abyss using 6430e41fb524f9f8e6a994bafd61d090fd4c2a13 It should be noted that the CRC hack effect is first encountered in the Engeve village. That said it does not seem to be fixed. (Preload data frame also made no difference)
Software: OpenGL native (CRC off): OpenGL scaling (CRC off):
Could you give me a dump please.
Thanks you. I can reproduce it. It is indeed the same channel effect. And maybe I know the issue. I suspect the game does 3 effect in a raw but my code only detect the first one. I need to stop when a new palette is uploaded but I need to change urbans chaos behavior. I need to come up with a more generic solution.
@gregory38 I don't know if it was related but it has the same effect as third screenshot of bositman on VP2
OpenGL Scaling (CRC on) Boxes are visible
OpenGL Native (CRC off) Speed 19%
OpenGL Native (CRC Full) Speed 104%
OpenGL Native (CRC off)
OpenGL Scaled 3x (CRC Fullest)
Ghost Issues or probably post processing effects not aligned.
I found a bad interaction with accurate blending that could explain some issues. Tales of the Abyss seem to be fine now.
If it fixes another games, raise your hand :+1:
@gregory38 EDIT: Oops nvm me though nothing has changed in VP2.
Seriously! Are previous build working without accurate blending.
@gregory38 Both v1.5.0-dev-701-g90af611 & v1.5.0-dev-700-ge190841 on VP2 needs Basic Blending Accuracy to emulate properly.
What is the status with BA basic? Edit and what is the VP2 forest glitch?
@gregory38 Accurate Blending (None)
Accurate Blending (Basic)
Question was basic on 700 vs 701. Normally it mustn't have any impact. And my dump seem to be fine. Or you mean the line when upscaling?
@gregory38 Actually the 700 and 701 are the same , same as the screenshot on BA Basic.
No I was referring to the none BA screenie, the red rectangle on the top of the screenshot. NVM nothing has changed on VP2.
Note for myself otherwise my head will explode :p
Ghost in the shell
foreach page of the rt do
// Note: some channel effects require 2 draws instead of 1, I don't know why
channel effect red to tmp_page_0
channel effect green to tmp_page_1
channel effect blue to tmp_page_2
// Then copy the tmp data to the RT (done with 3 draw calls)
rt_page_N = Frag_Color_0 * tmp_page_0 + Frag_Color_1 * tmp_page_1 + Frag_Color_2 * tmp_page_2
end foreach
data 0x1400
tmp 0x3000
**********************************************************************
channel from 0x1400 to 0x3000
X: & 1015 (gauche)
Y:
* & 1017 | 4
* no mask
* & 1017 | 2
* no mask
X: & 1015 | 8 (droite)
y:
* & 1017 | 4
* no mask
Likely Red / Green / Blue
Clamp register
copy ? 0x1400 to 0x3000
**********************************************************************
Fr * 0x3000 + Fg * 0x3020 + Fb* 0x3040
lut:0x3060
Man hunt2:
3 lut CBP:0x3c08/CBP:0x3c04/CBP:0x3c08
GT4:
RT = 0x1a40
Fragment color to select R/B/G
Blend : R += B += G
CBP = 0x3580 for all colors (DC 1891 1894 1897)
target = 0x3560
target read back as palette
texture is 0x3584 (which is the palette actually) (unsizzle?)
Urban Chaos (extract green of 16 bit format)
Upload lut : shift right
effect
Upload lut : shift left
effect + blend
Guys I need some test on the new PR #1349
It woud love some Tekken5/Gran Turismo/Tales of Abyss tests :smile:
thermal goggles half-fixed too (mgs3)
What is your mgs3 version exactly.
subsistence PAL
Conflict Desert Storm has top left corner issue at 60hz.
It isn't the same effect. However it could be a regression. Do you have the issue in older build? By the way, you could use the dump to quickly test version. (don't ask me how to use dump on windows ;) )
The issue is there from at least v1.0.0.
There seems to be transparent square in the top left corner of Midnight Club 3: DUB Edition Remix(might be related to worse issue in NTSC version of the game): MC3DER top left corner.zip
There's a top left corner issue in Metal Arms: Metal Arms top left issue.zip
Looks like another top left corner issue: http://forums.pcsx2.net/Thread-Bug-Report-Death-By-Degrees-SLUS-20934-NTSC
I think my report for GT4 counts as well. https://github.com/PCSX2/pcsx2/issues/1636
Black box with black noodles in top left corner in many of the stages in software mode (the noodles are only supposed to appear on top of the image when you go down a rank)
According to a new bug report, Silent Hill 3 (PAL) is affected. Somebody else care to investigate this?
http://forums.pcsx2.net/Thread-Silent-Hill-3-PAL-A-couple-of-minor-issues?pid=570004#pid570004
Not at home so i can't post a screenshot,
Add Summoner to the list, there is a darkened rectangle in the upper left hand corner of the screen.
Added "Stolen" to the list. The game uses a channel shuffle effect (blue channel) for shadows and bloom/specular.
GS Dump: Stolen_hw_outdoor_gsdump.zip (rename to .gs) Raw Dump: stolen_outdoor_hw.zip (rename to .7z) Debug Log (IDs match Raw Dump): GSdx_opengl_debug_hw_stolen.txt Block Dump (for anybody who feels like making a CRC hack ;) : https://drive.google.com/open?id=1UCSgDVBmb_SVNsLL_CVwtuQDIk2_VmFj OGL HW: (shadows/lighting only present in top-left corner)
OGL HW (indoor - same shuffle effect)
OGL SW:
Added Hitman: Contracts. Side note, the camera is higher than it's supposed to be in HW mode. That's another good issue to investigate at some point.
Fixing the remaining issues for a 1.6 release milestone seems out of the scope so let's aim for 1.8 instead.
Similar to what was mentioned in #2753 Zettai Zetsumei Toshi 2 has this issue with some sort of depth + color effect. This effect occurs on the PAL version, and should also occur on NTSC-U/J versions unless there has been any recent CRC hacks that were applied to those versions only.
Yes it does have a crc hack, can you tell me the crc id and serial ?
Actually it might be better to upload a gs dump, multiframe preferred. https://forums.pcsx2.net/Thread-How-to-create-a-proper-GS-dump
I'm trying to implement a solution to handle properly the top left corner post-processing effect. Let's centralize information here.
Game impacted (from the top of my head, likely more).
Better but still broken
Broken due to bad detection of the effect
Need test: