cai567890 / pcsx2

Automatically exported from code.google.com/p/pcsx2
1 stars 0 forks source link

Final Fantasy X (NTSC/J) Flickering in trunk #477

Closed GoogleCodeExporter closed 9 years ago

GoogleCodeExporter commented 9 years ago
1) Please list the latest versions (Official Releases) and/or svn 
revisions the game is known work correctly with.

Working fine in current legacy_gui (r1962), plugins built from r2215.

2) What version of the product are you using? On what operating system?

trunk r2215 on windows 7 x64.

3) Describe the regression: What is the expected output?  What do you
experience instead?

Flickering in many scenes (as if there is no double buffering), beginning 
with the "Square Soft" logo at the start.

4) What steps will reproduce the problem?

1. Start FFX in trunk.
2. "Square Soft" logo flickers.

5) Please provide any additional information below.

The flickering at the start goes away (temporarily) after a reset (just a 
suspend/resume isn't enough).
The flickering is not present in the normal menu, but mostly in 3d scenes. 
After leaving the menu the flickering sometimes returns, mostly not. This 
seems to be random (about 3 out of 4 times there is no flickering).

No speedhacks enabled, and the flickering is also there in interpreted 
mode and software rendering.

As stated above, no flickering in legacy_gui with any settings.

Original issue reported on code.google.com by jonas.go...@gmail.com on 18 Nov 2009 at 12:26

GoogleCodeExporter commented 9 years ago
This still sounds like it's related to the GPU.  Try DX9 mode and see if ti 
also has 
the flickering problem, or if it causes the flickering to be visibly different 
(either 
more or less).

Original comment by Jake.Stine on 18 Nov 2009 at 5:21

GoogleCodeExporter commented 9 years ago
Flickering in DX9, 10, 11 in software as well as in hardware. Flickering also 
with 
ZeroGS. Enabling VSync does nothing. 
ZeroGS has the least (or better slowest) flickering, while DX11 in software has 
the 
most (the white background of the square logo almost seems gray). There is no 
difference between DX9, DX10 and DX11 in hardware.

Also, in the first intro scene where they sit around the fire, the foreground 
characters (e.g. Riku) flicker between invisible and transparent (I get both 
when 
pausing the emulation), while Wakka in the background is solid.

And, as said, this only happens with the trunk pcsx2, not with the 
legacy_gui-branch.

I can try to make screenshots if needed.

P.S: I'm using a Radeon HD3200 IGP with Catalyst 9.11.

Original comment by jonas.go...@gmail.com on 18 Nov 2009 at 6:54

GoogleCodeExporter commented 9 years ago
>> Also, in the first intro scene where they sit around the fire, the 
foreground 
characters (e.g. Riku) flicker between invisible and transparent (I get both 
when 
pausing the emulation), while Wakka in the background is solid.

Ok that *Really* sounds like your roundmode or clampmode options are somehow 
screwy.  
And ZeroGS uses all the old windowing management code even in the new beta, so 
it's 
got to be some kind of ini settings causing your problems.

The game works fine for all the rest of us anyway, so 99% likely a config 
setting 
gone awry.

Do me a favor and post your current (broken) pcsx2.ini here, before clearing 
it.  In 
case it is something more devious than just mis-set roundmodes or clamp modes, 
and is 
a legit parsing bug that the new gui should handle more gracefully.

Original comment by Jake.Stine on 18 Nov 2009 at 7:13

GoogleCodeExporter commented 9 years ago
ini file was a good keyword.

Started pcsx2 without an existing ini, and had no flickering, so I diff'd my 
old and 
the new one and added/changed settings till I got the flickering again.
The culprit is:

[EmuCore/Video]
EnableFrameSkipping=enabled

This setting causes the flickering. And it is entirely my fault. I changed this 
in 
the ini ages ago to enabled to see if this would help with low fps, but then it 
didn't do anything, and since fps limiting didn't work either, I totally forgot 
about this.
Just recently after it got implemented for trunk tried the trunk version again, 
and 
got this result.

So, I am sorry for the false alarm and your wasted time.

Original comment by jonas.go...@gmail.com on 18 Nov 2009 at 7:58

GoogleCodeExporter commented 9 years ago
Ah, that makes sense then.  Yeah the new framelimiter/frameskipper isn't 
implemented 
yet, but the options are being loaded, so it causes unpredictable behavior.  
Hopefully 
when I get to implementing that in full it'll work a bit better (but don't 
expect too 
much -- frameskip never worked well on games like FFX due to how they update 
things 
internally).

Original comment by Jake.Stine on 19 Nov 2009 at 12:36