Open fallaha56 opened 1 year ago
Known issue.
Known issue.
Thanks
Just curious, would it be possible to do the effect on the CPU and blend the result?
Or is this one of those horribly difficult effects that needs some kind of ParaLLeL-type plugin?
Only half of the effect is rendered, and since it's half we have a crc fix that skips the effect.
Please post a GS dump of the issue. You didn't even include screenshots, so it's difficult to say what's going on.
Please post a GS dump of the issue. You didn't even include screenshots, so it's difficult to say what's going on.
Sorry bud, recognise the name, well-aware of your contributions...did try to attach GS Dump but GitHub rejected the .gs file, perhaps I missed something
Have changed the file extension to allow upload but FYI the .log are just the .gs files, please find below
Issue itself kinda reminds me of old raster bugs on NeoGeo on KoF...
SW:
Tekken 5_SLUS-21059_20230618162548.log
Tekken 5_SLUS-21059_20230618162514.log
HW:
Recording at 30fps via Vimeo, HW render then SW
Sorry for low frame rate but on the recording note (if it's not too cheeky) I have the FFmpeg .dlls in the folder and use the roaming folder setup but PCSX2 doesn't seem to see them
Please let me know if any other info is helpful
Lastly, not sure if related, if not let me know and can open another issue: missing post-process effect in HW on Moonlight level
Tekken 5_SLUS-21059_20230618171335.log
Tekken 5_SLUS-21059_20230618171342.log
Regarding the heat effect, it's just offsetting the buffer address for draw back to the main framebuffer. For some reason, whoever wrote the CRC hack decided to just skip the effect, rather than fudging the FBP...
I actually went an implemented a whole sub-target detection thing, which fixed the issue, but broke a bunch of other games.... and many of them are misdetected channel shuffles. I don't really want to add yet another hw fix which only works for one game, so this'll stay on hold until I think of a better way of handling it, or sort out the false positives..
Relevant code is here if anyone wants to mess with it: https://github.com/stenzek/pcsx2/commit/b1e9b739b1d5e2ba71f64a5b58393c81720155d4
Regarding the heat effect, it's just offsetting the buffer address for draw back to the main framebuffer. For some reason, whoever wrote the CRC hack decided to just skip the effect, rather than fudging the FBP...
I actually went an implemented a whole sub-target detection thing, which fixed the issue, but broke a bunch of other games.... and many of them are misdetected channel shuffles. I don't really want to add yet another hw fix which only works for one game, so this'll stay on hold until I think of a better way of handling it, or sort out the false positives..
Relevant code is here if anyone wants to mess with it: stenzek@b1e9b73
thanks, this is a little beyond my v v basic PHP skills but have starting chipping into the project, thanks again for all the time and hard work, the project is far away from what it was now...
Describe the Bug
The Burning Temple issue appears to be missing the raster heat distortion effect in Vulkan vs software mode despite Full blending accuracy
Reproduction Steps
Play Tekken, Practice Mode for Burning Temple level, switch renderers
Expected Behavior
Wavey heat-distortion effect in Vulkan
PCSX2 Revision
1.7.4587
Operating System
Windows 10 (64bit)
If Linux - Specify Distro
No response
CPU
Ryzen 5900HS
GPU
RTX 3050Ti
GS Settings
Emulation Settings
GS Window Screenshots
No response
Logs & Dumps
No response