PCSX2 / pcsx2

PCSX2 - The Playstation 2 Emulator
https://pcsx2.net
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Xenosaga Episode II [NTSC-U]: Minor icon/font rendering issues #1883

Open trostboot opened 7 years ago

trostboot commented 7 years ago

PCSX2 version: 1.5.0-dev-1976

PCSX2 options: defaults

Plugins used: GSdx DX11 SW/HW, OGL SW/HW (native res)

Description of the issue: Icons rendered in text boxes have some extra black lines and edges. Most noticeably with the square icon. PCSX2: gsdx_20170403222945 Real PS2 (sorry for the ghetto CRT picture, can't capture PS2 on PC right now): xs2icons Smudginess aside, I think it's still fairly obvious. Filtering options have no effect on it. Forced everything just introduces various other issues (as might be expected). GSdump: gsdx_20170403222945.zip

More generally, and perhaps related, font rendering in XS2 seems ever so slightly off. It looks a lot better on a real PS2, but I don't know how much of that might be down to the CRT smoothing over some of the rough edges. I'd feel more confident about this if I could capture directly from the PS2.

Last known version to work: Present as far back as 1.0.0 and 0.9.6

PC specifications: i5-4690k, R9 270X, 16GB RAM, Win10 Pro 14393 x64

FlatOutPS2 commented 7 years ago

Judging by the GSdump, you can fix it with the "Wild Arms Offset" hack when using a hardware renderer.

trostboot commented 7 years ago

Indeed, that might be helpful to know. I wouldn't have looked at that, as it requires upscaling (edit: with the Windows GUI updates - that might be a bug? it's greyed out at native res, but will still be active when selected prior to switching to native), which introduces so many issues in XS2 as to not be worth it.

gregory38 commented 7 years ago

First how is it working with the SW renderer. Did you try to enable aa1 ?

trostboot commented 7 years ago

It's the same across all renderers, both HW and SW. Edge AA has no effect on it.

FlatOutPS2 commented 7 years ago

it's greyed out at native res, but will still be active when selected prior to switching to native

It seems that's been the case ever since it was greyed out for native. In v1.4.0 and earlier it was available for native resolution too.

@gregory38 I didn't find any setting that fixed the issue for SW and HW other than the one I mentioned.

gregory38 commented 7 years ago

Hum it feels like an upscaling issue. Interesting. It could be a float accuracy issue. The real HW will trunc the mantissa of S/T/Q values somewhere in the rasterization process. However current implementation uses the full mantissa range. Which mean that texture coordinate is slightly bigger than real HW. And so we sample the next texel (aka the next texture) hence the strange border.

MrCK1 commented 7 years ago

@trostboot Any status update on this? Would be good to check latest git.

trostboot commented 7 years ago

Same as before, as you'd expect.

Mrlinkwii commented 2 years ago

is this still an issue on latest dev , if it is can you post an updated GS dump ? :slightly_smiling_face:

coornio commented 2 years ago

Tested the dump in the original message. The issue is indeed still present to this day, occurs both on hardware AND software rendering.

For hardware rendering, the issue can be eliminated through the Wild Arms Offset hack (fixes the incorrect icon scaling in dialogs) and Round Sprite: Full (fixes the odd beige vertical lines that appear on the right screen edge). Understandably, these fixes can only take place in an upscaled scenario. From the gamedb I can see that there's other hacks involved as well so I'll try and talk to someone who owns the title about them.

trostboot commented 2 years ago

Can confirm that it's the same as before.

@Mrlinkwii Is there a particular reason you're asking for a new GS dump?

Jakey757 commented 2 years ago

anyone check this with https://github.com/PCSX2/pcsx2/pull/6553 ?

EDIT: seems to be improved by pre round image (pic from discord, courtesy of @Mrlinkwii)