Closed Blackbird88 closed 6 years ago
Please retry latest git with
That depends if GTX 580 is OGL 4.5 capable. EDIT: It should be, but it's still not fixed here.
Bug is still there.
May depend on #600
Somehow I doubt that. This is transparency/alpha issue not depth issue.
it could be. It is hard to say.
LCS/VCS don't use same engine as III/VC/SA and they don't suffer from any other severe graphical glitches ever since they worked in PCSX2 back in 0.9.5 and maybe even sooner. This bug is only one that persisted.
I tried to look into that bug a while ago by analyzing some frames with PIX (d3d9 hw) but for some reason PIX couldn't deal with them at all. The draw calls weren't displayed correctly when making a full snapshot (all render targets displayed wrong content) and while recording a stream showed the draw calls correctly I couldn't dissect the meshes and whatnot. I was able to figure out the VCS trails effect with a combination of both and I did see frames that didn't have that problem. These were always the very first frames to be displayed at all but I don't really know what you can conclude from this, maybe I'll take another look. I think the pixels failed the depth test but I'm not quite sure. Perhaps in the render target z isn't cleared properly? What you see behind the text is the sky box in any case. EDIT: I suspect the issue with PIX being unable to properly handle the frame may be related. Perhaps we should try to fix that? It would certainly help in analyzing the frames to see what was wrong if fixing the PIX bug didn't already expose the bug.
Here is the GS Dump you asked for @gregory38 http://www.mediafire.com/download/a7s064b4roz1cod/VCSAlphaIssue.zip
Did you test the "preload frame" hack?
Yes. I turned on all the acurrate options and that preload hack.
@gregory38 Not to be pushy or anything, but do you know why this bug exists yet please?
GS supports read/write texture. Standard GPU are either read or write (it is more complex but that the idea). With latest gl extension, we have a limited rw texture. But now texture cache need to be updated (and the gl renderer too)
Well, I know at least a gta game that suffer of this issue. But I didn't check if it is the same issue as this report.
Thanks! Hope it'll get fixed eventually.
It's probably not the same issue I suspect because it looks fine in software mode. The GS read/write that happens in San Andreas doesn't work in software mode either.
Yes you're right. I run the gs dump above but I didn't spot any difference between the SW and the HW renderer. My logging detect some overlapping. But I know that gs dump doesn't support properly depth transfer.
Type:Others ID:3405 Severity:Info Message:TC: dst Color hit (full): 4 (0x3c00, F:0x0)
Type:Others ID:3408 Severity:Info Message:TC: Lookup Target(Color) 1280x1024, hit: 4 (0x3c00, F:0x0)
Type:Error ID:3411 Severity:Mid Message:ERROR: Source and Target are the same!
Type:Others ID:3411 Severity:Info Message:TC: Remove Src Texture: 483 (0x3c00)
Type:Others ID:3411 Severity:Info Message:TC: Lookup Target(Color) 1280x1024, hit: 4 (0x3c00, F:0x0)
Type:Others ID:3411 Severity:Info Message:TC: dst Color hit (full): 482 (0x3e00, F:0x0)
Type:Others ID:3414 Severity:Info Message:TC: Lookup Target(Color) 1280x1024, hit: 482 (0x3e00, F:0x0)
Type:Error ID:3417 Severity:Mid Message:ERROR: Source and Target are the same!
Type:Others ID:3417 Severity:Info Message:TC: Remove Src Texture: 483 (0x3e00)
Type:Others ID:3417 Severity:Info Message:TC: Lookup Target(Color) 1280x1024, hit: 482 (0x3e00, F:0x0)
Type:Others ID:3417 Severity:Info Message:TC: dst Color hit (full): 4 (0x3c00, F:0x0)
Type:Others ID:3420 Severity:Info Message:TC: Lookup Target(Color) 1280x1024, hit: 4 (0x3c00, F:0x0)
Type:Error ID:3423 Severity:Mid Message:ERROR: Source and Target are the same!
Looks like enabling HW depth in OGL renderer causes this now. Previously enabling it did nothing.
Do you know what is the first version that introduce it? It is recent?
Yes it's very recent. Must've been your OGL changes.
Enable HW hack and add this new one on the ini
UserHacks_DisableGsMemClear=1
Does it fix your issue?
Nope. I'm looking through builds now. EDIT: Actually scratch what I said it's not very recent. How did I overlook this for so long :O It doesn't happen in native mode or SW. Strange. This game never had any upscaling issues with OGL's options.
Found it. It's caused by PCSX2/pcsx2@6002719 With this commit OGL HW+HW Depth option+Higher than native res causes this bug.
Do you mean that it is working in native resolution?
Yes.
I'm puzzled.
Puzzled? As in why it's broken?
maybe one alternative would be to disable the no depth lookup optimization on upscaling resolutions ? but honestly I'm not sure why upscaling has problems with it :\
Well, why do you a need depth buffer that is neither read nor written in upscaling resolution? So I likely miss a piece of the equation.
Oh I thought my explanation was bad. Nvm :D
Could you generate me a gs dump?
Sure http://www25.zippyshare.com/v/bzuS9IhE/file.html That's 3x Native
Damn, I can't reproduce it. Did you enable any hack? Or other option?
No hacks. Unless you count HW depth as hack.
Could you generate me a long dump that start before the issue appear?
I mean a multiframe dump. Full detail here: http://forums.pcsx2.net/Thread-How-to-create-a-proper-GS-dump
In short, ctrl+shift+f8, and keep f8 pressed. Be aware file grow very quickly.
Did you start the dump before the glitch ? Could you post your GSdx.ini file too.
There is no "before". It appears right when I start the game. http://pastebin.com/5cFbMu2s Happens with clean made INI too.
Euh, I guess you have some logo, start menu etc before, no? Did you use a save state?
I did. Does that matter? Only thing that is before is loading screen. Tried few of those. It's hard to do right without it being massive since I'm dealing with random load times. http://www95.zippyshare.com/v/lI7CqtNk/file.html
That a good question, I don't have the answer.
Still the enulator should work without savestates. Therefore testcase should as well always be without savestates.
Will be fixed once the depth PR is merged.
Yeah I will close this when it's merged and ref the commit. Don't worry :)
Fixed in @c7f0a85 for OpenGL backend
Thanks you to follow your issue :+1:
how did you fix that? can you tell me step by step?
There's no step-by-step. Just downloading latest nightly and selecting OpenGL in GSdx should do the trick.
works fine with opengl but opengl also screwed my gpu up. something happens and white-ish colored pixels takes over the display until i change the resolution. is there any solution for this?
I already reported this years ago and it was closed on googlecode as won't fix, but I just want to make sure this bug is known. LCS http://i.imgur.com/fYr1u.jpg VCS http://i.imgur.com/DeyzT.jpg Googlecode issue https://code.google.com/p/pcsx2/issues/detail?id=943