Open MarioSonic2987 opened 6 years ago
Actually that change just changes referenced data that is uploaded from the cpu. There is no ARL preceding it meaning the values are intentionally that way (also confirmed in that swapping them rotated everything). Might be a vertex register misalignment or something broken in cell side calculations.
With https://github.com/RPCS3/rpcs3/commit/345f92ab0a57a4f302f6fac651372bcf42005080:
This screenshot is taken with PPU interpreter fast and SPU interpreter precise, and there's no graphic difference.
Ace Combat Infinity, like GTA V, has the same distorted UI bug. With these settings and with/without Force CPU blit, it doesn't improve.
Screenshot of the bug:
I've attached the latest capture of the distorted UI glitch.
This game needs Write Color Buffers to fix lighting outside.
I've attached a RDC in Los Santos to show the graphical issues.
I've attached a OpenGL renderdoc trace for the dark shadows. Tested with 0.0.7-8700-32a4c224.
Raindrops are rendered by using WCB+WDB+RCB+RDB.
Models no longer turn black in certain camera angles. But the red textures are still there:
I'm getting severely distorted/laggy audio, and for some reason characters are red.
I'm also getting distorted graphics
Reflections are broken, like in these puddles.
Sea isn't vertex-exploded if you disable WCB, as well the weird garbage glitch:
With WCB enabled:
Ambient occlusion seems to be broken as well.
PC and RPCS3 renderdocs https://www.dropbox.com/s/7jj8lff29mc5yne/gtavrdc.7z?dl=0
For post-processing missing bugs, please make sure to test with all the buffer options enabled in case the game is using SPUs for some effects.
And also accurate xfloat just in case. There's a very large chance this effect is not done GPU-side given how weak the shader pipes are on RSX.
In the image WCB+WDB+RCB+RDB and accurate xfloat are enabled, no change. In addition to the settings mentioned above, I tried SRM and CPU blit as well, no change.
Broken ambient occlusion is now fixed.
I attached two RSX Captures for the broken UI bug.
Dudes don't turn red anymore during intro mission https://youtu.be/LE8C-12tIKw unfortunately game froze during capture, but still
@Xcedf I can confirm that the red texture bug is fixed, even if you get injured.
But it still happens with OpenGL.
Cellphone screen has now correct colors. Previously, colors were inverted.
Although car reflections are missing in OpenGL. Vulkan shows them correctly.
@MarioSonic2987 can't get to Franklin mission in the car shop cause of freezing, maybe Setarian strange monkey face bug is also fixed. Besides do you know maybe game need some special settings to maintain stability?
@Xcedf You need to change Driver Wake-Up Delay to, at least, 400 μs.
The "monkey face" bug is still there, but it happens when a character is too close to the camera. It also happens in the prologue in the same manner (see Michael's jacket in my previous comment).
@MarioSonic2987 Freezes for me even on 5000μs.
Water in the ocean seems to be no longer vertex exploding recent master build, wawes are fine https://youtu.be/yW397eIr-_U for example some older build, feels like it's boiling https://youtu.be/xN0pUXDlx9o Reflections are still mess, but water in the pool no longer radioactive on Vulkan as well
I can confirm water doesn't freak out in certain camera angles:
But reflections are still borked.
However, when you dive into the water, it looks fine.
Broken reflections in vehicles and puddles in OpenGL is a regression caused by PR #8710.
How about in the KD11 latest release? https://github.com/RPCS3/rpcs3/pull/10764
Nothing changed with #10764.
Remaining issues:
In Gta V Most of the time, loud noises are made when entering the tunnel
@MarioSonic2987 you're saying that rainbow artifacts is an old regression, so it worked on Vullkan at some point?
Rainbow blocky artifacts regression present in Vulkan are caused by PR #6359. Commit 91d711087f0d63e01c8e459815a6f7b37812f9a0. Discovered by Xcedf.
Characters no longer turn black in cutscenes:
Not a graphical fix, but loud noises in most situations, like this cutscene, are no longer present.
Not a graphical fix, but loud noises in most situations are no longer present.
Indeed loud noises are still present at randomly occurring times but nowhere near the amount of frequency as before. Very rare for pops and bangs now.
@Darkhost1999 remove PPU Cache and try again, it was LLVM fix
@Darkhost1999 remove PPU Cache and try again, it was LLVM fix
I have removed all of my caches and compiled them all again. The loud pops and bangs are rare not gone.
@Darkhost1999 can you run this palce in prologue this is how it sounded before(door sound) https://youtu.be/ESm0c1cHzlI?t=8 and this is after the fix https://youtu.be/jW1jHhpoTrY?t=6
That would defeat the entire purpose of the error still exists but occurs less often. Because now you're asking me to pick and choose an area of the game that works now to record and prove my point that will not come to past because it'll only prove your point.
In the end wrong issue ticket anyways.
Did you remember me asking to change or drop your point? I can't. I'm just asking to test this certain place in the game that's it, to make sure that at least this is working.
Alright but that section of the game does work and is fixed. So if that's what you want to know. It is indeed working there Simone's was worse I'll record later then.
In the event it has not been said water is a regression.
Build with regression https://github.com/RPCS3/rpcs3/pull/6359
Zerox used illusions build as a base. Then just reverted things from there. https://discord.com/channels/272035812277878785/272035812277878785/934899723461066772 Although I still see no source code or anything to show what changes were made if you find this useful. Maybe the fix can be added to master soon
A regression occured, the game completely locks up at the "Get to the car" stage of prologue, FPS not changing
This has occured every time for 5 times.
0.0.24-14133 GTA 5 is updated with all updates to 1.27
Using all compatibility options described here https://wiki.rpcs3.net/index.php?title=Grand_Theft_Auto_V
Footage/log is from fresh cache Video: https://www.youtube.com/watch?v=J6wHd1I3ccI Log file: https://sx.l7y.ca/gta5_2022_09_08_lucas7yoshi_RPCS3_fH8nLmQz8.log.gz
the game completely locks up at the "Get to the car" stage of prologue
Debugger wouldn't stop mentioning getllar so I enabled accurate RSX reservation access and it worked. I tested as far back as https://github.com/RPCS3/rpcs3/pull/12234 and gave up. Just enable accurate RSX reservation access then as soon as you're Franklin you don't "need" the setting anymore. But it also prevents freezing when swimming as anyone later in game.
Tested on 0.0.24-14195.
Vulkan-exclusive glitches (rainbow garbage and broken reflections) are still present.
PR #12762 breaks graphics in Vulkan. OpenGL works fine.
image
Edit: Fixed.
Vulkan regression might be fixed by #12768
That PR fixes this regression.
Check if water is fixed by https://github.com/RPCS3/rpcs3/pull/13070
Flickering rainbow glitches are now almost fixed in PR #13077:
It's still there, but it's MUCH better than before.
But the water still looks wrong.
Intermittent vertex explosions on vehicles still occurs even on the latest master.
https://github.com/RPCS3/rpcs3/assets/125112932/1db0b39f-4e36-4c3d-9554-b46b966a4bf0
Graphical issues:
[x] Distorted UI elements (HUD, loading screens...) - Fixed in #10453
[x] Black textures - Fixed in #6415
[x] Dark shadows - Fixed in #8186
[x] Broken ambient occlusion - Fixed in #8713
[x] Trevor's outfit changes color (red or black) and other characters during prologue's mission - Fixed.
[x] Broken foliage in some locations - Fixed in #6228
[x] No color in skybox - Fixed in #8243
[ ] Broken reflections (Only present in Vulkan.)
[x] Weird tracing when rotating the camera - Fixed in #6415
Footage (June 25, 2019)
Log OpenGL Shaderlog OpenGL RenderDoc OpenGL (Loading screen and ingame)
Original comment
With https://github.com/RPCS3/rpcs3/commit/a08e79f4267b5e9fab82949a5f011eb40aca76b0, GTA V renders its UI like this (look at the Rockstar's logo): ![image](https://user-images.githubusercontent.com/20027681/34226708-d1516c0e-e5ca-11e7-8f34-9cdd7b6dd24e.png) But with RenderDoc, I was able to modify the shaders. I went to the vertex one to investigate what was causing that bug. And I found these two lines of code: ![rd1](https://user-images.githubusercontent.com/20027681/34226797-23e35b4e-e5cb-11e7-8444-8b7f7ced9913.png) By changing bits 216 and 217, it fixed Rockstar's logo's orientation somehow, but the rest of UI is moved and rotated. ![rd2](https://user-images.githubusercontent.com/20027681/34226802-29bafb62-e5cb-11e7-8659-1e7e55bb0c12.png) In conclussion, this bug is caused, likely, by a vertex shader instruction badly implemented. [Log OpenGL](https://github.com/RPCS3/rpcs3/files/1576916/Log.GTA.V.20-12-17.GL.gz) [Shaderlog OpenGL](https://drive.google.com/open?id=1oLvU0iv8DFNTtUcKdsK7wrvoxOaOMt7T) - It's important the latest generated vertex shader. [RenderDoc OpenGL](https://drive.google.com/open?id=15jQKO-h5_8cyt_mcT5ym5D4L_mJWwUcm)