Open MrCK1 opened 1 year ago
from what I can tell the problem is the sampling doesn't return the right values when bilinear sampling is done.
On software it seems to do 1:1 pixel mapping, the filtering doesn't seem to have any effect, but on hardware, the pixels become different. The one I picked at random on the texture had an alpha of 0.5088 (or 128.99 aka 129), where the sampled alpha was 0.5039 aka 128.49 which will be come 128, and the game does an alpha test for GREATER THAN 128, so most of the lighting disappears.
I'm not sure if hardware bilinear just calculates differently or something, but changing the formula for conversion just broke a bunch of stuff, so we can't do that.
Here's a picture from my PS2 for prosperity.
Describe the Bug
In this area of the game, the light bloom is significantly reduced. It is much brighter in SW mode. All HW renderers exhibit the issue, HW hacks do not help.
Reproduction Steps
Launch game and start level "Unholy Burden", navigate to movie theater and observe.
Expected Behavior
Bloom should match SW.
PCSX2 Revision
v1.7.4871
Operating System
Windows 11
CPU
Ryzen 7900X
GPU
RTX 4090
GS Settings
Defaults
Emulation Settings
Defaults
GS Window Screenshots
SW:
HW:
Logs & Dumps
tsttb_movietheater.zip (rename to .GS)