Closed rhobiusvoid closed 4 months ago
Can you post a gs dump? :)
How do I go about doing that?
EDIT: Nevermind, I found it. Here you go. https://drive.google.com/file/d/11nGip_FXJH60oC81S923bSwQq3Drc34v/view?usp=sharing
I tested the dump myself. Something is definitely wrong.
Rendering is broken as seen in screenshots when in Software rendering. Hardware works fine so long as Texture Preloading isn't set to None. Seems like a regression.
Regressed with #3940 @tellowkrinkle
Issue seems to be caused by the texture filter Bilinear PS2
. Setting any other value, excluding the trilinear option which is worse for this issue, seems to resolve it.
If using the software renderer with QT builds, changing to one of the hardware renderers and setting the filter option to anything other than Bilinear PS2
then switching back will work around the issue with software as well.
So it's fixed both by changing the default Texture Filtering and also by having any form of Texture Preloading. I wonder what these two have in common that rectify this.
This same issue (or at least similar) was also reported in the forums years ago, and subsequently resolved.
Forum link at https://forums.pcsx2.net/Thread-Horizontal-Lines-in-Castlevania-Curse-of-Darkness.
Latest build looks significantly better on all hardware renderers than they did previously, though edges of map are a bit jagged. Also, the displayed 'S' on some area maps gets cut off when moving the map vertically.
Software renderer is still broken without using the above workaround.
Regression is still present in latest master (aa4a9cda) so this was not one of the games fixed by #6757.
Software: Broken Hardware w/ Texture Preloading set to None: Broken Hardware w/ Texture Preloading set to Partial: Improved but may still be partially broken according to ichee Hardware w/ Texture Preloading set to Full (Hash Cache): Same as Partial
It's fixable with #6553
bd8fcc8f is the culprit although I can confirm the pre-round sprite hack in #6553 works around it in the software renderer.
that's not exactly introducing a bug per-sé, we need that part to be accurate, but the PS2 is not so accurate in its start/end positions of the texture, something the preround PR works to alleviate (but it needs a whole lot more work)
Describe the Bug
Exactly what it says on the tin. Above this line is a picture of the map screen in Software Mode. And this is what it looks like in Hardware Mode.
Seems to be a regression, considering the fact this wasn't a problem until now.
Reproduction Steps
Get into the game and just open the map by pressing Select.
Expected Behavior
The map is to be sharp and readable, considering doors are just simple holes in the white outline surrounding the blue interiors. Here is what it normally looks like.
PCSX2 Revision
1.7.2775
Operating System
Windows 10 (64bit)
If Linux - Specify Distro
No response
CPU
i5-9400F
GPU
GTX 1050ti
GS Settings
Emulation Settings
Tested on all presets, doesn't seem to change anything.
GS Window Screenshots
No response
Logs & Dumps
No response