Closed kd-11 closed 6 years ago
Shadow in R&C 3 is a bit broken.
Edit: In OpenGL, shadow is fine.
fixes the remaining part of #3031 UFC 2009 OGL had Yellow filter and Vulkan had blackscreen now both renders are fixed same for Simpsons The game Haze Perhaps Others too Great Job as usual
Fixes yellow filter with OpenGL and blackscreen with Vulkan in Grid:
OpenGL:
Vulkan:
Also affects Tekken Tag Tournament 2:
Fixes #4189
There's a dark shadow around the character's one in Vulkan:
But with OpenGL, crashes before going to main menu (after creating your profile): Log OpenGL
ICO no longer has an issue with yellow filter in OpenGL and black screen in Vulkan.
I can confirm an issue with shadows in Vulkan with NHL09, much akin to the grid demo shown above.
The issue is not present in OpenGL
Issue is because vulkan does not support custom border color like opengl. You have to pick from 3 presets. Dont worry too much about it, we'll improve the preset selection code.
inFamous 2 no longer has a white screen while using Vulkan, it now looks just like OpenGL.
Blocky lighting in Silent Hill 2 (from Silent Hill: HD Collection) on Vulkan. RPCS3.log.gz
I already said not to post more border color issues. You can clearly see the shadow border breaks at the character's feet.
oops, didn't see that
Nier is too white now:
Potential fix for the shadow borders has been added. Check if shadow regressions have been fixed.
Where to download rpcs3 rsx_wip?
Still the same.
Or too black also:
Aww, is shadow border fix for my issue? RPCS3.log.gz
Need opengl RDC (I know it works fine with OGL but vulkan has no notion of a border color)
RDR - Gets much further into the game now, very impressive Crashed at this point https://prnt.sc/j89lty Crashed after i made Chrome the active window, perhaps that caused it/coincidence
I think grid would have been better or at least something where the shadow clearly occupied space it shouldn't be. Not sure whats up with R&C3 but there doesnt seem to be any problem with the border (its <1,1,1,1> which will resolve correctly). Probably unrelated to the others but I'm not sure yet.
Can't compile on ArchLinux:
[ 59%] Building CXX object rpcs3/CMakeFiles/rpcs3.dir/Emu/RSX/GL/GLRenderTargets.cpp.o
cc1plus: warning: /home/jo/tmp/rpcs3/kd11/rpcs3_build/rpcs3/cotire/rpcs3_CXX_prefix.hxx.gch : non utilisé parce que « __STDC_CONSTANT_MACROS » est défini [-Winvalid-pch]
In file included from /home/jo/tmp/rpcs3/kd11/rpcs3/rpcs3/Emu/RSX/GL/GLTextureCache.h:19:0,
from /home/jo/tmp/rpcs3/kd11/rpcs3/rpcs3/Emu/RSX/GL/GLGSRender.h:5,
from /home/jo/tmp/rpcs3/kd11/rpcs3/rpcs3/Emu/RSX/GL/GLRenderTargets.cpp:3:
/home/jo/tmp/rpcs3/kd11/rpcs3/rpcs3/Emu/RSX/GL/../Common/texture_cache.h: Dans l'instanciation de « void rsx::texture_cache<commandbuffer_type, section_storage_type, image_resource_type, image_view_type, image_storage_type, texture_format>::lock_memory_region(image_storage_type*, u32, u32, u32, u32, u32, Args&& ...) [avec Args = {gl::texture::format&, gl::texture::type&, bool&}; commandbuffer_type = void*; section_storage_type = gl::cached_texture_section; image_resource_type = gl::texture*; image_view_type = gl::texture_view*; image_storage_type = gl::texture; texture_format = gl::texture::format; u32 = unsigned int] » :
/home/jo/tmp/rpcs3/kd11/rpcs3/rpcs3/Emu/RSX/GL/GLRenderTargets.cpp:498:67: requis depuis ici
/home/jo/tmp/rpcs3/kd11/rpcs3/rpcs3/Emu/RSX/GL/../Common/texture_cache.h:970:10: error: impossible de lier la référence d'une l-valeur non constante de type « std::vector<gl::cached_texture_section*, std::allocator<gl::cached_texture_section*> >& » à une r-valeur de type « std::vector<gl::cached_texture_section*, std::allocator<gl::cached_texture_section*> > »
auto &overlapped = find_texture_from_range(memory_address, memory_size);
^~~~~~~~~~
/home/jo/tmp/rpcs3/kd11/rpcs3/rpcs3/Emu/RSX/GL/../Common/texture_cache.h: Dans l'instanciation de « void rsx::texture_cache<commandbuffer_type, section_storage_type, image_resource_type, image_view_type, image_storage_type, texture_format>::lock_memory_region(image_storage_type*, u32, u32, u32, u32, u32, Args&& ...) [avec Args = {gl::texture::format&, gl::texture::type&, bool}; commandbuffer_type = void*; section_storage_type = gl::cached_texture_section; image_resource_type = gl::texture*; image_view_type = gl::texture_view*; image_storage_type = gl::texture; texture_format = gl::texture::format; u32 = unsigned int] » :
/home/jo/tmp/rpcs3/kd11/rpcs3/rpcs3/Emu/RSX/GL/GLRenderTargets.cpp:513:55: requis depuis ici
/home/jo/tmp/rpcs3/kd11/rpcs3/rpcs3/Emu/RSX/GL/../Common/texture_cache.h:970:10: error: impossible de lier la référence d'une l-valeur non constante de type « std::vector<gl::cached_texture_section*, std::allocator<gl::cached_texture_section*> >& » à une r-valeur de type « std::vector<gl::cached_texture_section*, std::allocator<gl::cached_texture_section*> > »
cc1plus: warning: option « -Wno-unused-command-line-argument » non reconnue sur la ligne de commande
make[2]: *** [rpcs3/CMakeFiles/rpcs3.dir/build.make:5327: rpcs3/CMakeFiles/rpcs3.dir/Emu/RSX/GL/GLRenderTargets.cpp.o] Error 1
make[1]: *** [CMakeFiles/Makefile2:240: rpcs3/CMakeFiles/rpcs3.dir/all] Error 2
make: *** [Makefile:152: all] Error 2
Getting about a 10 fps increase in Unnamed game 5. This is with latest artifact build. Nice job!
I guess this is better for you kd? Yakuza 4 OGL renderdoc
Good capture but unfortunately renderdoc wont open it on my system (consumes all available system memory and kills windows). Maybe you can try a simpler scene? As long as memory consumption when loading does not eat more than ~7GB will be fine.
Alright, another attempt. If this one doesn't work either then someone else has to provide a capture, I tried everything I could to keep the memory usage below 8gb.
Dirt 2 Vulkan show render and no piss filter
Ran a full pass on my (non-playable) games, in Vulcan and OpenGL, testing performance, stability and gfx improvements with the appropriate settings config.
Noticeable changes only observed in 3 games: • Captain America: Stability issues fixed seemingly. But speed is still only ~70% (no change) • GTI Club: Much more stable - used to take ~5 attempts to get in-game. Also required WCB before to get in-game. No longer. Unfortunately, the road textures are now broken – just black mostly. No settings affected the new defect. Log below.
• Backbreaker/Backbreaker Vengeance: Still has the half screen issue, but right screen is no longer black (slight improvement)
No changes to other games tested: • Rayman Legends: Still flickers • Conan – Still major texture issues • MotorStorm, M. Apocalypse, M. Pacific Rift – Crash in menus (PPU issue probably) • NFL Blitz – Still doesn’t boot since 12/1/17 (SPU issue probably) • Peggle – No boot with full version (PPU issue probably) • Ridge Racer 7 - tree flickering still (GPU), staticy audio with full FPS (SPU issue probably) • Splatterhouse – Still unstable • TMNT: Reshelled – Still broken textures • Wipeout HD - Unstable, speed is still only ~50% on avg (no change) • Force Unleashed 2 – crashes on menus (PPU issue probably) • Double Dragon Neon – Background still broken • Pac man Museum – various gfx issues remain
[Update] GTI issue either fixed by last commit or wiping all the cache.
Those arms though edit- fixed with latest fixups
•Amplitude: Blackscreen even tho it is possible to go throught menus and even ingame
Border color bug should be fixed now.
@Illynir Is wcb enabled? I know it sounds silly to ask but with the current compiling code (with https://github.com/RPCS3/rpcs3/pull/4469/commits/1eb163addb2cc9c3011d36983580068f5f62f047) it works just like usual for me. Maybe it was also affected by border samples or something.
Shadows are fixed in Grid and R&C3 with Vulkan:
But in Grid, it still crashes with OpenGL.
@MarioSonic2987 Grid issue (crash when launching) exists on master as well, you need to clean shader cache before each boot. Not a regression from these changes I just tested it.
I need a bit more time to test, but this PR seems to finally fix issue #4334 (and maybe #2359 as well?) , but I also encountered some crashes due to "unhandled exceptions" that I've never had before when testing other revisions...
Ratchet & Clank Triology: The third game now has flickering models if there is too much stuff to render at once. Doesn't seem to affect the other two games as much.
Red Dead Redemption: Still crashes with VK_ERROR_INITIALIZATION_FAILED. Log with debug output.
RDR issue should be fixed. R&C flickering is a driver "bug" and only happens on AMD. While there are possible ways of working around it introduces either a great performance hit or excessive VRAM usage (basically either increase VRAM heap or add small wait after waiting for a fence to complete). Games should not be drawing 10k+ individual triangles which is something that will get fixed later on. Note that it also happens on master for me (GCN1)
I got eight gigs of VRAM, I'd be glad to use some of it to fix issues like that :P But thanks for answering that. RDR and Yakuza issues are both fixed in latest commit.
628d9c4
RDR: getting strange circles around the character when looking down Occurs for OGL and Vulkan https://prnt.sc/j8lhl2
The fog is back.
Fixed black overlay in absolving minigame of Dante's Inferno
@twdarkeh Fog is gone
Improve Sonic Unleashed a lot: https://youtu.be/JrNbPZxEiqg https://youtu.be/soTZWTObtRY https://youtu.be/2ay19O4nEd4
Before it wasn’t even reaching the menu
@slashiee is stupid don’t mind him
@kd-11 thanks it's great but i did test RE:code veronica .. it's still have shadow and claire's front hair orange
If it's not a regression then it doesn't matter
TTT2 (NPEB01140) it was more than one stage got shadow or blur .. now it's fixed except one stage
and if i press start button
Red Dead Redemption GOTY missing water and black faces
Contains several major improvements
Other