Themaister / parallel-rdp

A low-level Vulkan compute emulation of the N64 RDP
MIT License
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Zelda OoT issues above 1x resolution #57

Open Bluejinjo opened 7 months ago

Bluejinjo commented 7 months ago

I've run into two issues during my 100% playthrough of Ocarina of Time so far.

Issue 1

When using a resolution greater than 1x (I'm using 2x) with native resolution TEX_RECT off I get the following graphical Issue during the black & white flashback near the end of the game during the light arrow cutscene and the end screen. The Issue isn't present when using 1x resolution or when using a higher resolution, but having the native TEX_RECT enabled.

Here's what it looks like at 2x with native TEX_RECT off: The Legend of Zelda - Ocarina of Time (USA) (Rev 2)-240315-171923 The Legend of Zelda - Ocarina of Time (USA) (Rev 2)-240315-200154

Here's what it looks like with native res TEX_RECT on at 2x resolution or just when rendering at 1x resolution, which is what it's supposed to look like: The Legend of Zelda - Ocarina of Time (USA) (Rev 2)-240315-172019 The Legend of Zelda - Ocarina of Time (USA) (Rev 2)-240315-200234

Is there a way to fix this scene to display properly at 2x resolution with native res TEX_RECT set to off?

Issue 2

When using a resolution greater than 1x (I'm using 2x) with native resolution TEX_RECT disabled or enabled, doesn't matter, I get the following graphical issue when rolling into a wall in the area outside the temple of Time. I couldn't replicate this in any other areas with a 2D rendered background, just this area. The Legend of Zelda - Ocarina of Time (USA) (Rev 2)-240315-172113

I'm emulating via retroarch on Steam Deck, using Mupen64plus-next as my core, ParaLLEl-RDP as the RDP plugin and HLE as the RSP plugin (although I've tested using the ParaLLEl RSP too, no difference).

I've tested this on the USA V1.2 rom and on the USA Gamecube Master Quest rom.

Just to note in regard to my screenshots, I had a soft horizontal scanline shader applied when capturing the images.