Open Linear524 opened 2 years ago
@Linear524 The only non-default settings I'm using are "Write Color Buffers", "Framelimit" on "Auto" and "Vsync" on. I know WCB fixes graphical corruption on models, but what are RCB+WDB+RDB supposed to fix?
I don't get the broken mipmapping or invalid texture mapping issues here, they are either intermitent or caused by RCB+WDB+RDB. The geometry occlusion issue also happens here, though.
Does resolution scaling work for you? My game doesn't get upscaled, the GPU usage increases, but there is no resolution enhancement.
@DonelBueno WCB+RCB+WDB+RDB fixes deep and color issues in many games, so I uses this combination for testing. But on my rig even WCB only doesn't help... Maybe it is another Nvidia driver bug ? What GPU do you use with this title ?
P.S. - I never use resolution scaling... Only native mode.
@Linear524 I'm using a GTX 1070 with drivers 471.96 and Windows 10 Pro 2H21.
@DonelBueno Can you show your RPCS3 config ? I'm using 1080 via 471.41 drivers and have no idea why this mipmapping crap is happening on my side... P.S. - how exactly did you install BGE into RPCS3 ? Maybe game file s is been corrupted while unpacking pkg...
@Linear524 config_NPEB00435.txt
Rename to .yml and see if that works for you.
@DonelBueno Tried your config, still the same result. Far grass is with broken mipmapping and texture corruption on some surfaces... Funny thing - latest update broke skies texture :P ( PR #11080)
Well, I don't know what is happening in your setup =/
The latest update didn't break anything here.
GOT IT ! I've found what is wrong with yours and mine configurations - if I disable WCB = I getting exact same image as you do... But without WCB a lot of other important effects got screwed. For example - some faces are not shaded correctly and character eyes become black colored at far distance (another mipmap fail)... So I believe there is some mipmapping error when WCB is enabled. Maybe some mip stage got inverted for those buggy textures or wrong dimension calculated... Anyway, only KD-11 can help us here )))
Little addition - I've double checked geometry issue (legs see-through stone) and it is not an emulator bug - it is ubisoft shanghai lammers bug = real PS3 has this issue due to porting studio dumb mistake in materials for PS3...
P.S. - Also those idiots from porting team forgot to implement original DoF effects, frontal blur layer and dynamic color mixing on particles...
So now the only issue left here for sure is WCB mipmapping stage fail...
Update: Turning Vsync ON does not fix the mipmapping issues but it does resolve a lot of screen tearing which is surprising since my hardware was not limiting FPS but wow the difference is huge.
Hi, just to say that I used the latest rpcs3 version and there is still the mipmapping issue... By default no mipmaping issue but there are missing textures which cause glitches. Enabling WCB fixes the black missing textures but introduce mimpaping textures bugs on textures that are otherwise perfectly rendered without WCB. It seems WCB introduce a side effect :/
If this was fixed the game would become perfectly playable, and this game is one of the best game ever ! Note that for some mimapped texture bug it disappear when the player become close to the texture.
It seems like the LOD textures get mixed up with each load:
That lock symbol is apart of the UI textures, so maybe the other glitched textures are other textures somewhere they shouldn't be.
This is without WCB:
It seems that WCB doesn't cause the issue so much as remix it.
Mipmapping bug is fixed by pull #12905 and with LOD bias set to -3 with WCB+RCB I think real mip bug is still not resolved, but using this settings fixes overal scene rendering... So I closing this issue :)
I found -5 to fix a few particles not fixed by -3, and all else I have in WCB and CPU Blit(for upscaling), along 2 SPU threads in each category to make the game use less CPU with no apparent downsides.
This is not fixed. I think https://github.com/RPCS3/rpcs3/pull/12905 caused some confusion - it is not meant to be used as a fix. It is a hack. That's why I moved it to debug. it also doesn't set lod bias it adds some offset to LOD bias which is configured by the game. So if this is somehow hiding bugs, then we have deeper issues elsewhere.
I've had the same issue with Bulletstorm with getting hit with lighting causing similar issues with mipmaps #12899
@Triticum0 Nope - your issue is not related to this current mipmapping bug. From what I see from your images - it is just broken MLAA shader function or maybe some depth texture resolving bug/ Z-bug ...
Damn - another bug in this title discovered = framebuffer readback (or wrong memory address) is broken somewhere: when you capture images on Jade's camera - menu shows wrong/buggy images... This bug is possibly triggered by WCB function, but I', not sure...
Texture problem is still a thing at this day, even with Write color buffers enabled
Unless there's a new regression on recent builds within the v0.0.29 timeframe causing a new bug with similar symptoms, the original issue has long been fixed as I've already verified multiple times, ask for support on the Discord and Forums first to make sure you don't have a local issue going on
I can verify the black texture bug, often showing in Jayde's eyes and Peyj's face. I have a brand new install of RPCS3 on my Steam Deck, installed from Emudeck. The only change I've made to the settings is to enable Write Color Buffers, as per instructions. That did not help. Is there any other info I can provide? My game looks exactly like the screenshots in the close #6160 thread.
Probably a regression I guess? Nobody was able to help me with this bug... And I noticed some audio problem on the game, I will probably open a new issue
Beyond Good and Evil [NPEB00435] have some long standing issues with mipmapping on grass textures and invalid geometry occlusion (Zcull or Z-buffer bug ?). Many things was fixed by latest revisions and by WCB+RCB, but mipmapping and "see-through geometry" bugs still here with any configuration and settings applied...
Here is my screenshots:
![screenshot-2021_10_04_19_12_05](https://user-images.githubusercontent.com/84367301/135954055-abb67259-f0e3-4ead-a57b-44be8d144e83.jpg)
My rig: SYS: Intel(R) Xeon(R) CPU E5-2690 v4 @ 3.20GHz | 14 Threads | 31.83 GiB RAM | SYS: Operating system: Windows, Major: 10, Minor: 0, Build: 18362 GPU: 'NVIDIA GeForce GTX 1080' running on driver 471.41.0.0 SYS: Firmware version: 9.1.0
My settings: WCB+RCB+WDB+RDB = ON LLVM Recompilers. Zcull Accuracy = Precise. No external patches applied. Everything else is set to Default.
Additional info: This title is well know of its old and tricky engine and it is a pain in the ass on any emulated platform (GC, PS2, PS3, XBOX360) due to unusual mipmapping implementation and hardware vertex processing... It even have some W-buffer settings on PC port ! :P The only way I saw to emulate this game correctly with all features = use software renderer in PCSX2, but it's slow and native resolution of PS2 is too damn low. RPCS3 only needs some mipmapping fixes for this title and Zcull tweak in order to being perfectly emulated. Maybe it suffer from some kind of texture cache issue as well... (O_O)
Well, this game engine is weird, but the game itself is very good and too important to not being forgot through decades... Even PC port is broken and buggy under Windows 10.