Closed isJuhn closed 4 years ago
Also, use 720 or 1080p change color in menu Also on water if you jump https://cdn.discordapp.com/attachments/283643134255038465/420471733519384606/unknown.png Probleme with water here https://cdn.discordapp.com/attachments/283643134255038465/420467344717119488/unknown.png
First two screens about menu colors this actually a regression i've investigated this problem before will tell which revision caused this later, but here's the screen from some old version
welp this game has broke with latest kd fixes. Ingame with Write color buffers: OGL
Vulkan
Another issue here, of all R&C games i have R&C Quest for Booty has enormous initialization time, for me it takes about a minute before smth happens in console and render window shows up, and in that minute it look like emu frozen and stopped working started with aea09473, before it game initialized momentarily
Made a hacked build to be albe to test this Ratchet & Clank Tools of Deastruction Demo requires WCB for normal colors Ratchet & Clank Quest for Booty after latest master changes has normal colors even without it. The menu colors are also mostly fixed now except it becomes blue for a short time and then again normal
No longer fall through the ground in the beginning
@isJuhn Could you retest this?
Main menu colors are fixed and probably the other color issues too, but I can't confirm those as the game still does not render ingame graphics since https://github.com/RPCS3/rpcs3/commit/56c51ea3a996fd2c0ae537c53de3662f2fd2f1ed
A fix for this missing graphics bug is in the works and will be available soon
Purple particles in Ratchet and Clank Future: Tools of Destruction are fixed with #5115. Maybe that PR will fix the issue in Quest for Booty too.
only major issues right now are bloom and low framerates
some old issues are still present such as failing to load collision
A lot of issues listed here are already fixed. Any remaining?
A lot of issues listed here are already fixed. Any remaining?
mostly stability, effects, low res and collision
Try disabling FIFO reordering in the debug menu.
Still no change, tried disable FIFO reordering, disable zcull occusion queries, async shaders, high precision zbuffer, strict texture flushing.
Still no change, tried disable FIFO reordering, disable zcull occusion queries, async shaders, high precision zbuffer, strict texture flushing.
well ratchet and clank acit is a new engine game
Ratchet and Clank ACiT is still a modified version of the engine used in Tools of Destruction and Quest for Booty. Every game after uses the newer engine.
Updated the issue to reflect current status, here's a rrc for half lit up object rrc
I take it most of the issues are fixed and we're left with shading problems. I have a way to avoid the performance hit of WCB in such games but it may take some time before I implement it.
@kd-11 The collision is still broken upon loading levels and random crashing is still present in all SPU and PPU decoders and accuracy settings.
Which graphical issues are still there?
Half lit up boxes are still there, there's a semi-recent regression in a graphical effect used by the laser on tachyon's ship on the first level in ToD as can be seen in this video (Thanks low for testing). Sparks flying everywhere is also there.
This issue was mostly about the first future engine, but since there's been some ACiT stuff added I guess we're going with it. In ACiT I still get the thing in vulkan where the more of some effect is used, the slower the game starts to run, I've talked to kd before about it and even did a performance profiler test with MSVC. That issue is still there. There's also a whole host of issues with the ACiT Krell Canyon demo last I tested it, more than the full game in fact so that might be worth checking out.
I don't have the ability to test stuff right now so mslow is my proxy tester, otherwise I would have provided captures and stuff for the ACiT demo.
There is a huge cache bug I'm working on at the moment that may be related; we'll know in a few days.
Before: After: Before: After:
Is it possible to get RSX capture of the missing laser?
@kd-11 RSX Capture
Fix for the broken laser committed, please update the issue ticket. Even better, also post a comment with only the remaining graphics issues since the description contains other bugs from other parts of the emulator.
Some objects being only half lit up still occurs
There's also seems to be some problems with MSAA. When set to auto it degrades the quality of edges in a weird way. MSAA disabled: MSAA auto: if you zoom in at the buildings, MSAA disabled: enabled:
https://github.com/RPCS3/rpcs3/pull/7271 fixes the regression where WCB is needed to show graphics.
I've discovered the half lighting bug in a completely different game, Mass Effect 2. I'm not sure whether to open another issue, but I thought I'd mention it here. It is also visible in the first game, as seen in #6990. This is good since these are PC games, so it may be easy to figure out what is the cause of the half lighting bug for all the games.
Contributing my own logs for a few of the issues here, along with a save game to a planet (Planet Fastoon) where all these issues are immediately apparent at least on my machine. I'd be more than happy to contribute any more info upon request. Albeit do keep in mind I am new to debugging with RPCS3.
Download: https://files.catbox.moe/mh6c4b.7z
System specs: https://i.imgur.com/Q7u0H71.png
Issues:
Some objects are only lit up on one half: This can be seen ingame if you swing across the gap (Jump near the floating ball and hold down circle to swing across) and head to the crashed ship. There is a RSX capture of this in the zip file. Picture here: https://i.imgur.com/1EpHfrQ.jpg
Some things are way too bright: Becomes apparent once you walk to the edge of the gap from your ship. It seems that on some surfaces the issue becomes proximity based, and the farther you are the way the less the issue appears. There are RSX captures of this in the zip file. Video example here: https://youtu.be/JRRTM9curpM
Collisions are either fully working or almost fully broken (Instantly fall through the ground): This basically started happening to me consistently on Planet fastoon. You basically keep falling to your death over and over again for an unpredictable amount of time until the game decides there is floor there, also applies to enemies. Video example here: https://youtu.be/9p3jgZG0rbo
Some particles have some crazy velocity calculations going on (things like sparks): Happens in a few places, in the video I recorded it shows the sparks going crazy with straight lines going in a certain direction. A RSX capture is included in the zip file. Video example here: https://youtu.be/vpG_aN8Bq-w
RSX capture of clanks weirdly shaded head on ToD: https://files.catbox.moe/usf9e8.7z
Screenshot: https://i.imgur.com/pvuQr6n.jpg
@isJuhn, #7565 fixes the Collision issue. Mark it as solved.
@isJuhn, #7820 fixes "Some particles have some crazy velocity calculations going on (things like sparks)." Please mark as resolved.
This seems to have been fixed.
Game hangs halfway through the Rakar Star Cluster making it impossible to get to Rykan V.
I noticed in the logs that I have this message:
E RSX: Your GPU does not support alpha-to-one for multisampling. Graphics may be inaccurate when MSAA is enabled.
When I have AA enabled, my screen looks like this:
https://i.imgur.com/ClFlxhJ.jpg
When I disable AA, the game looks normal.
Seems that Alpha-to-one has been broken on AMD drivers since forever: https://community.khronos.org/t/amd-radeon-hd-5770-gl-sample-alpha-to-one/64408 https://community.amd.com/thread/170229
Same guy also posted here with no response from AMD: http://graphics1026.rssing.com/chan-12292945/all_p32.html
I am so sick of AMD's shit, I'm going back to Nvidia for my next graphics card.
Intel would be your best bet for rpcs3 MSAA compatibility unfortunately because NVIDIA refuses to implement stencil export in shaders which means for some scenes AMD is 5-10x faster with MSAA enabled (e.g GT HD concept menus). All vendors are insufficient in some way.
I'm really surprised that the game didn't really run any better with MSAA off and looks substantially worse. Is there a way to force MSAA in the AMD control panel? I set it to override in game settings and set it to 4x MSAA, but nothing happened.
Modern rendering techniques like deferred rendering don't mesh well with forced MSAA and puts a lot of stress on the driver to get it working. You have to basically redo all the shaders with MSAA-compatible versions and make sure sampling works correctly so I'm not surprised nothing happens for some games.
What's changed though? A year ago, I was able to have MSAA on and as far as I can tell, alpha to one has been broken in AMD drivers for almost 10 years now.
An update on the half-lit objects: I was only able to identify one half-lit model in the game Tools of Destruction which is the crate. The objects aren't really half-lit, they're set up to mirror after drawing half the face (only one half of each face is actually stored). Vertex attribute decoding may be the culprit, but could also be a red herring. An investigation into the compressed vertex format used shows rpcs3 is decoding values very close to ps3 counterpart, so the issue may be coming from elsewhere such as textures.
Hi everyone. I have the latest build of RPCS3 and trying to run TOD. It seems to crash after about 10 minutes of gameplay. Sometimes it crashes straight away. Any fixes for this?
Game hangs halfway through the Rakar Star Cluster making it impossible to get to Rykan V.
try to get off "write color buffers". After severals try to fix it, this one worked.
Gonna close this issue now that half lit up objects is fixed by #8398 This Issue has grown old and ugly so it's time to put it down. Any remaining problems with the old engine games will need a new issue.
Tested on rpcs3-v0.0.5-6498-7233640c_win64
Graphical issues
Main menu :heavy_check_mark: solved
RPCS3 ![Main menu on rpcs3 Vulkan and OGL.](https://user-images.githubusercontent.com/26828095/37120378-840bceae-225a-11e8-8d20-6ffaf57c240b.png) PS3 ![Main menu on a real ps3.](https://user-images.githubusercontent.com/26828095/37120464-c6ee5c78-225a-11e8-901f-3c3b95bf6c97.png)Pause menu :heavy_check_mark: solved
RPCS3 ![Pause menu on rpcs3 Vulkan and OGL.](https://user-images.githubusercontent.com/26828095/37120498-e1770a4a-225a-11e8-8fa2-14a9fa4bd7f7.png) PS3 ![Pause menu on a real ps3.](https://user-images.githubusercontent.com/26828095/37121164-a5ddfc1c-225c-11e8-9528-7e8535f65d58.png)Purple/Blue particles :heavy_check_mark: solved
RPCS3 ![Purple/blue particles on rpcs3 Vulkan and OGL.](https://user-images.githubusercontent.com/26828095/37120943-1d2649e2-225c-11e8-8a94-3a0886ff1094.jpg) PS3 ![Particles on a real ps3.](https://user-images.githubusercontent.com/26828095/37120959-29e5764e-225c-11e8-8323-7344ec254357.png)Quickselect menu :heavy_check_mark: solved
RPCS3 ![Quickselect menu on rpcs3 Vulkan and OGL.](https://user-images.githubusercontent.com/26828095/37120589-24da9a9a-225b-11e8-818c-9ca61dd3d456.jpg) PS3 ![Quickselect menu on a real ps3.](https://user-images.githubusercontent.com/26828095/37120616-3009614e-225b-11e8-9446-717526e4e908.png)Green overlay :heavy_check_mark: solved
RPCS3 Vulkan ![Green overlay on rpcs3 Vulkan.](https://user-images.githubusercontent.com/26828095/37120798-abd4d614-225b-11e8-9fce-118cc97923d3.png) RPCS3 OGL ![Image2](https://user-images.githubusercontent.com/26828095/37120812-b3d27e8e-225b-11e8-9b3f-330e3c33521d.png) PS3 ![Green overlay on a real ps3.](https://user-images.githubusercontent.com/26828095/37120825-bbf98dfa-225b-11e8-9ba9-c26b9e9cc9ec.png)Ingame log Renderdocs
Other issues
(Will add logs and screenshots for these as I encounter them again)